You should be able to click on one of the custom color squares at the bottom of the color dialog, select a color, and hit Add to Custom Colors. This is actually the Windows built-in color dialog.
1) I'm not sure why that is. But I would make a normal world (ie, with oceans), and then lower the sea level until the oceans are gone.
2) On export, yes, the next build will output the negative elevations.
Yes, both FM9 and FWE will be 64 bit. FWE is getting some updates, not huge, but there's a nice 'new map' window that lets you preview a bunch of planets before they are generated.
FM 9 is still on. I just received the sci-fi art for the new sci-fi symbols and they are awesome. Development is slow because NBOS is a p/t business, and the past couple years have had some large distractions. COVID hasn't directly impacted things.
You'll probably need a script that looks something like this:
#plugin Generate From Existing
#author NBOS
#desc Runs the generator against existing stars on the map.
oSector = GetCurrentSector()
j = oSector.SystemCount()
for i = 1 …
No, no way that I can think of. You might make a 'base' map with all the layers set to what you want, and then open that & do a save-as for each of your new maps.
For the field source, I believe it should be set like:
js:HitDice(HP.Value)
(ie, a colon, not a period)
And then your function, you need to return the value. So something like:
function HitDice( d)
{
return RollDice ( 1, d, 0)
}
Also, since…
No, probably not. The Keep uses an embedded IE11. Not sure if that supports WebGL.
Changing The Keep to use Chromium is already on the todo list. In fact, it was originally tried during development, but there were some integration issues.
I think you're on the right course. I would do it by:
- Set a variable for the number of languages to 0
- Roll on the table, and have it increment that variable by the number of languages, or roll twice again on the table (so you shouldn't need a…
There is a pixel to size ratio, but its something relative to, and really only meaningful to, the internal graphics system, so wouldn't be of much use I don't think. Trial & error is probably the best approach here.
You can probably scale the original file as needed. If you need 120% of the original size, scale up the pattern file (down in /patterns) to 120% of the size.
If you do modify one of the standard patterns, I'd recommend doing it on a copy of the fil…
It has been changed for the upcoming version of FM. But that won't help you right now. You'll probably have to raise the elevation first, export, and then import.
Its hard to say since you haven't defined what you're trying to do. FWE supports elevation data export so that's probably the best bet if Wilbur can import it.