Hey guys!
A couple of questions:
1) Is it possible to lock some ability to a designable unit or at least make it specific for that unit only (some Unit prereq in ability)? For example, like Generic Slaves are designed:
<CanBeDesigned>0</CanBeDesigned>
Does that mean that all abilities defined here are locked, and/or that no other ability can be added to the unit?
2) Is it possible to make the ability used in unit design unlockable by tech (so invisible before a tech is researched)?
For example, if I add something like this:
<Prereq>
<Type>Tech</Type>
<Attribute>TECH123</Attribute>
</Prereq>
to the ability definition, will it work? I want the ability unlocked by TECH123 to become available in the unit design once I research TECH123.
So, to combine the first two questions - can I lock the said ability to be mandatory for a certain unit, but at the same time available to be used by other units as optional?
3) Is it possible to set a limit of how many of a certain units can be recruited? Let's say I want to limit the number of recruited Juggernauts to X.
4) What are problems in using monster units as designable (or recruitable)? An example - if I make an Ogre recruitable and designable, will it work? Specifically, I used a Juggernaut and changed the needed stuff - however, Ogre doesn't have something like <UnitModelType>JuggernautMale</UnitMode> in monster design, so will that work?
Furthermore, if this works how can I limit the possible upgrades to such unit to for example Weapon and Defence? Will this be enough (in unit design):
<EquipmentUpgradeDef>
<EquipmentSlot>Weapon</EquipmentSlot>
<EquipmentSlot>Defense</EquipmentSlot>
...