That's pretty interesting about the Water Elementals. That spell isn't commonly used in the campaign so it may be easier to just change it to something else if that's the only spell it's tripping over. I'm going to have to test this a bit more.
The thing is Summon Water Elemental is different from most other summons in that the Water Elemental goes through the motions of its birth animation before it does anything. Almost no other summoning spell does that (Feral Spirit and Watery Minion, which are far more common in the campaign, have the units active instantly. Inferno does do the birth animation thing, but just about everything summoned with it is Spell Immune so they couldn't take the Summoned damage in the first place)
Actually, no that's not true; Nekurow's Juggernaut is not Spell Immune, although I'm not sure I should be counting on anyone being able to catch that with Volt Wave (that requires almost superhuman reflexes).
But let's be honest, I had to change the spell anyway because of the infinite loop it could caused.
ED: Sure enough it's okay with Watery Minion, but not Summon Water Elemental.
ED2: Actually this seems to be MUCH worse. It crashes against most Summoned units in general and it's entirely because of the Summoned Unit damage. The game is actually okay with the dispelling part, but not the damage component. This seems to also trigger the infinite loop problem from before.
ED3: Easiest way to deal with this is to just only let it dispel. The Damage System I'm using isn't supposed to be having this problem since the dummy caster isn't supposed to be counted.
ED4: Found a way to get everything to work, although that means I have to go back and fix all the Volt Wave triggers again. Although... all things considered, I think perhaps it doing the extra damage wasn't even necessary in the first place.
3. Using Charge can push the enemy into somewhere unable to arrive, like into the river ... (that's okay, others may not be as boring as me)
That was always the danger of putting in an ability like that.
Anyway, are the spiders spawned from Spider Catapults' attacks sufficient to replace the worker Spiderlings?
I think their vanilla attack stats are identical.
ED5: I think I found out which units are leaving the stray corpses-- both male Satyr units and the Nerubian Warrior. We'll see if that fixes that.