Modding TA Improvements--question @ cari

If I was to create eg. a TempleOfNeutrality, but I want to just change the displayname, a question appears...
How do I manage to let the PI be a shared Improvement, which can be build by every race?

Actually, if I rename the S_InternalName to say LodgeOfEquilibrium, then the PI is buildable, however if I or the AI builds the TempleOfNeutrality it is still accessible by everyone, hence the GA limit of 1 does not apply, since it does not seem to be the 'same' building. I would  basically like to do the same, as it is possible with the techs--overriding them.
This is an easy scenario. Even more confusing, PIs with some hardcoded ability assigned.
I guess that is not possible?
Can somebody at SD clarify the issue please?

3,736 views 2 replies
Reply #1 Top
Just to be clear, you sound like you want to have multiple improvements (or names for same improvement), but of which only one can be built in the galaxy? I don't think that's possible.
Reply #2 Top
To specify my trouble, I need to have the same PI but with different tech_requirement.
If I have any temple in my PIs, just altered the requirement and icon, then it shows up in my techtree, however cheating to get playing as terrans shows terran techtree with original temple. That is ok, but if I build 'my' temple() then the terrans are still able to build 'their' temple.
This is a bit confusing, since it is still the same PI, S_internalname is same :NOTSURE:
So my conclusion, the game reads the default PI.xml for the races and a mod PI.xml for my race and puts them together. But what happens to my 'shadowing' PI? I suspect that the shadowing PI can't have a different techreq but same s_internalname ?
I know, a possible solution is, to leave the name attributes of key techs as they are.

Another exampple:

I just put in the OrbitalFleetManager and changed the displayname. No problem so far.
But will the AI be able to build their OrbitalFleetManager, if I defined it again with different tech_requirement?
BTW, the OrbitalFleetManager seems to have a hardcoded ability, because if I change the internal name, it won't fleet if attacked. Does the planetary logisticsability work as intended?