Getting Stack Attack back is indeed a great plus for the mod. Thanks again for your hard work that makes our own work much easier.
The last build was hard after working with Jdog to find some annoying bugs. This version looks good including barbciv

Have you tried ctrl-shift-p?
Thanks for your help on using MVC++2005 for debugging. I can't download it until I get my next batch of data with my ISP on June 28 unfortunately. I am absolutely itching to delve into the stack attack "crashes" more thouroughly. I'm 99% confident of being able to get rid of the "loss of interface" issue and 50-75% confident that the CTD issue can be fixed too. It definetly is an intriguing instability issue in stack attack that is luckily not too serious in the meantime. For the moment stack attack could be used like this:
1) Stack attack in unit categories like all seige then all riflemen
2) If there is a high probability that the stack attack will result in the complete elimination of the opponent from the attack square, make sure that the last attack prior to elimination is done as a single unit attack. This seems to reduce the chance of the interface going down.
The thing that has to be kept in mind about stack attack is that it is a lot of fun but not the optimal way of attacking. It is most useful for those situations where specific details in the attack are not critical. For example 2xArcher, 1xAxe, 1xSword verses a single combat-II archer in a city might not be able to capture the city in stack attack but can be captured in a single unit attack.
I think that the attack logic in stack attack is a meld of AI attack strategy with the extra capability of DCM logic like archer bombardment. So in the above example, a stack attack could trigger the archers to try bombardment before the axeman and swordsman go in for the final kill (not sure on this). But if archer bombardment fails (good chance) the entire attack fails.
Cheers.