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how about making 3 different upgrades.. with just the info "You need 1 WarMill" or "You need 2 WarMills"
now just use a trigger and check if the player owns 1 or 2 or more warmills, and then just research one of the upgrades via trigger.. so the unit is acutally useable..
That's how I would do it..
Upgrade

Events


Unit - a unit finishes construction

Conditions


Unit - unit type of triggering unit is equal to Blacksmith

Actions


set Blacksmiths<gen> = blacksmiths + 1
Downgrade

Events


Unit - a unit dies

Conditions


Unit - unit type of triggering unit is equal to Blacksmith

Actions


set Blacksmiths<gen> = blacksmiths - 1
AllowHeadhunter

Events


Unit - a unit begins training

Conditions


Unit - unit type of triggering unit is equal to HeadHunter

Actions


if Blacksmiths > 1 then do nothing else do Order training unit to STOP

Upgrade
Events
Unit - a unit finishes construction
Conditions
Unit - unit type of triggering unit is equal to Blacksmith
Actions
set Blacksmiths<gen> = blacksmiths + 1
Downgrade
Events
Unit - a unit dies
Conditions
Unit - unit type of triggering unit is equal to Blacksmith
Actions
set Blacksmiths<gen> = blacksmiths - 1
Blacksmits is a integer value.(numbers)
AllowHeadhunter
Events
Unit - a unit begins training
Conditions
Unit - unit type of triggering unit is equal to HeadHunter
Actions
if Blacksmiths > 1 then do nothing else do Order training unit to STOP
so when a unit a unit finishes a blacsmith it ads +1 to the current value
and when you try to make a HeadHunter it checks the Integer value
if it is lower than 1 and removes 1 from Blacksmiths value if it dies...![]()
if you change availability th units are not even shown.
you can use different requirements, for your first unit you make it require a normal warmill. then you create 2 more buildings. one is named "2 Warmills" and the other "3 Warmills" they are invisible and unselectable. then you use an integer as explained above (although you will have to use an array if you want it for more then 1 player). when your integer reaches "2" , you create the building "2 Warmills" somewhere on the edge of the map. the same for 3 warmills. you set your headhunter requirement to "2 Warmills" and the demolisher to "3 Warmills". the it will show the text you want. use if/then/else in the integer triggers to check if one of your warmills is destroyed and then destroy the requirement building.
if its too complicated, i can explain it otherwise, or maybe when i have time later i can do the triggers.
