There is a bug where if you have more than 6 different ability commands to construct the same unit [with the same glossary priority], the starcraft 2 will freeze while loading your map.
This bug has always been present, but I bring this up now because before patch 1.1.2 you could have up to 7 different ability commands to construct the same unit [with the same glossary priority]. After patch 1.1.2, this has changed to freeze after 6 different ability commands to construct the same unit [with the same glossary priority].
My use-case for this is that I want a supply depot to become more expensive every time the builder unit constructs it. First depot costs 5 minerals, second costs 10, etc. I use requirements to show a different ability command with a different cost depending on the count of supply depots.
EDIT: I made a copy of the supply depot, so the 7 one built is a "Supply Depot 2". The map still froze.
I went through all of the data values and discovered that the value "Tech Tree - Glossary Priority" must be different! I changed the glossary priority from 10 to 100 and it's fixed.
Conclusion: If you have more than six ability commands on your builder making the same unit with the same glossary priority, the map cannot load. It may also be true that you cannot have more than six different ability commands to make different units with the same glossary priority. I have not tested this yet.
Have you tested if you can change cost value of building/ability to build thru Set Catalog Field Value function? You could get away with only 1 building ability then.
There is a bug where if you have more than 6 different ability commands to construct the same unit [with the same glossary priority], the starcraft 2 will freeze while loading your map.
This bug has always been present, but I bring this up now because before patch 1.1.2 you could have up to 7 different ability commands to construct the same unit [with the same glossary priority]. After patch 1.1.2, this has changed to freeze after 6 different ability commands to construct the same unit [with the same glossary priority].
My use-case for this is that I want a supply depot to become more expensive every time the builder unit constructs it. First depot costs 5 minerals, second costs 10, etc. I use requirements to show a different ability command with a different cost depending on the count of supply depots.
EDIT: I made a copy of the supply depot, so the 7 one built is a "Supply Depot 2". The map still froze. I went through all of the data values and discovered that the value "Tech Tree - Glossary Priority" must be different! I changed the glossary priority from 10 to 100 and it's fixed.
Conclusion: If you have more than six ability commands on your builder making the same unit with the same glossary priority, the map cannot load. It may also be true that you cannot have more than six different ability commands to make different units with the same glossary priority. I have not tested this yet.
Have you tested if you can change cost value of building/ability to build thru Set Catalog Field Value function? You could get away with only 1 building ability then.
@uiasdnmb: Go
wouldn't it be applied for all players then?
Set Catalog Field Value takes a final parameter of type int (player).
This would still be a valid bug though.