I recently spent quite a bit of time troubleshooting this exact issue for a map/mod I'm working on. There are several fixes for this that are quite easy to accomplish.
First, I recommend a simpler, more specific method for removing the power field warp in requirement:
Behavior "Protoss - Warping In": set "Stats - Minimum Power Level" = 0
This brings us to the same situation mentioned above: a unit can be warped in anywhere, but they die immediately. From what I can tell, a unit will die when warped into a non-powered area if both of the following conditions are met:
The ability "Warpable" is enabled for the unit
The warp in time is > 0 for the unit.
The simplest solution is to remove the "Warpable" ability from the unit in question. In fact, doing this makes changing the "Minimum Power Level" unnecessary. Removing this ability does not prevent the unit from being created from a warp gate, it just defines some behavior for units that are warped in (like dying if they're not in a power field).
The warp in time is a much more tedious thing to change, as it requires you to edit settings for each unit defined in the "Warp Gate - Train" ability. To do this, go to Ability "Warp Gate - Train" > "Ability - Info +". Edit each unit and set "Info - Time" (near the bottom of the page) to "0".
One down side to either of these methods (or advantage, depending on your goal) is that units are warped in instantly, with no warp-in animation. Instant warp in could be a balance issue, depending on the type of map you are making. It would also be nice to find a way to keep the animations (by not changing the Warpable ability or the warp in time), but I've tried and just can't figure it out. That's not really a deal breaker for me though (although the warp in time is).
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I recently spent quite a bit of time troubleshooting this exact issue for a map/mod I'm working on. There are several fixes for this that are quite easy to accomplish.
First, I recommend a simpler, more specific method for removing the power field warp in requirement: Behavior "Protoss - Warping In": set "Stats - Minimum Power Level" = 0
This brings us to the same situation mentioned above: a unit can be warped in anywhere, but they die immediately. From what I can tell, a unit will die when warped into a non-powered area if both of the following conditions are met:
The simplest solution is to remove the "Warpable" ability from the unit in question. In fact, doing this makes changing the "Minimum Power Level" unnecessary. Removing this ability does not prevent the unit from being created from a warp gate, it just defines some behavior for units that are warped in (like dying if they're not in a power field).
The warp in time is a much more tedious thing to change, as it requires you to edit settings for each unit defined in the "Warp Gate - Train" ability. To do this, go to Ability "Warp Gate - Train" > "Ability - Info +". Edit each unit and set "Info - Time" (near the bottom of the page) to "0".
One down side to either of these methods (or advantage, depending on your goal) is that units are warped in instantly, with no warp-in animation. Instant warp in could be a balance issue, depending on the type of map you are making. It would also be nice to find a way to keep the animations (by not changing the Warpable ability or the warp in time), but I've tried and just can't figure it out. That's not really a deal breaker for me though (although the warp in time is).
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@trentonx: Go
That's easy... to add power field requirements to a building, just add the "Power User (Queue)" behavior.