Ownership by root should not be obstacle to editing the file. It should not be rocket science to change the owner to your current user or so.
For me it is even harder
My idea is statistics of produced times, like:
So if current time is 2300, last 10 minutes started at 1700, that would be 6 wares, if the site produces single ware - it is simple. If more wares, that would be more complicated. Than we could store also productions times along each time above.
I had already understood what you mean...
Thanks for the information! But I've got a problem: Changing the lua-file didn't work, because it is write-protected. And it seems to be hard to change that if you use Linux...
Just copy the whole folder into your home directory, there you should have write permissions. Then start widelands with the option
--datadir=/home/worldsavior/widelands/ (may adjust the path to the folder where you copied the data-files into)
Thanks. But I don't understand how to do that...
a) Check your file manager - perhaps it allows rights elevation (will ask for root password) and allow you to change authorization
b) Or just lear how to change the authorities/ownership in console
then change ownership to your user (use actual account of course)
chown youruser /path/to/file.lua
or allow write access to everybody (g=group, o=others, +w=add write access)
chmod go+w /path/to/file.lua
And then the file will be writable for you from GUI
So the "session" can look like:
$ ls -al ./trees/deadtree5/init.lua
-rw-r--r-- 1 root root 422 feb 13 18:53 ./trees/deadtree5/init.lua #only root can r+w
$ chmod go+wr ./trees/deadtree5/init.lua #add rw authorities for group and others
$ ls -al ./trees/deadtree5/init.lua
-rw-rw-rw- 1 root root 422 feb 13 18:53 ./trees/deadtree5/init.lua #now all can r&w
Thanks. Unfortunately, "a)" didn't work. And I don't understand how to do "b)"...
4 : In the match between Tando and waylon531, Tando's headquarter was destroyed because a guardhouse close to it was conquered. I think that it's a bug, because a headquarter should have higher priority, like a fortress. (A guardhouse next to a fortress cannot be conquered, it will be always destroyed automaticly). To watch this situation, just watch a little bit of the time after the replay (after 230 minutes) http://www.widelands.org/~sirver/wl/161121_tournament_2016_replays/Round04/
I was curious and had a look at the incident you mention. From what I saw I'd say it's not a bug because Tando hat no soldiers in is headquarter. That means it is treated like any other unmanned military building and therefore got destroyed when waylon531 conquered the guardhouse next to it. If there had been at least one soldier inside the headquarter I guess the guardhouse couldn't have been conquered but would have been burned instead.
There is a (quite old) bug report for this: https://bugs.launchpad.net/widelands/+bug/536583
OKay... I still think it's a bug (headquarters are like ports, and ports conquer terrain without soldiers - different to military buildings) - but the priority of that bug might be very low, if it doesn't cause bigger problems
Ok, I think I didn't phrase correctly what I meant. That was the following: the game is designed that buildings are burned down if they are not protected by soldiers inside or the influence range of another manned military building. Consequently that happens to the headquarters as well.
If that should be really logic, ports shouldn't conquer fields if they don't have some soldiers. But they do so...
The missing attack message is confirmed now. Thanks for the savegame
Again, you're welcome
Issues in this thread that still need looking into and be turned into proper bugs:
- Crystal mines overproducing - how to reproduce the problem.
Now I'm sure about one misfunction of them. They produce everything if at least one of their three wares is needed. But I think that they should produce diamonds only if diamonds are needed, and so on.
- Fixing the productivity statistics
Concerning the Barbarian Trainings camp: I found out that it does two unnecessary breaks per soldier if only warhelmets are missing. If it would just skip these breaks, it would work at 100%. I think that the Empirial Trainings Camp behaves like that. But I also think, that the Labyrinth makes mistakes, similar to the barbarian Trainings Camp.
And yes, it would be great, if productivity statistics would show the actual productivity
for the pproductivity treshold, I already suggested to add a button to "shut down" the building; no "out of work" messages will be generated by it. It applies to woodcutters with little wood and exhausted mines you keep because you have no other resources.
That would be really important. Especially for exhausted mines... The lack of such a button makes it very uncomfortable to play with them.