Ah... Now I see.
Nope! It will NOT work...
This is an issue with armour type 2. :ermm:
It only affects the weapon damage on the Unit. It does NOT affect which abilities can target it - for abilities, it is treated as having the FIRST type of armour.
This is indeed very technical (and rare), but trust me, armour type 2 WILL NEVER work with abilities... :unsure:
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To implement the trick you said above you must resort to alternatives.
Here is one, and will work just as you want it:
1] NO need to change the armour type.
2] Give the entity that performs the execute, TWO execute abilities. One includes the commissar in the executable_troopers, and the other DOES NOT.
3] Each time, ONE of the two abilities will available, based on requirements.
4] After the research, have the requirements of the abilities so that the one disappears (research must not be complete -> true), while the other to require the research.
The method I told you is in fact better that your own, as it is discriminative! :grad:
Just do not forget to add both abilities in the AI of the squad.