Hmm. Perhaps you had read my message about ship shuffling on the FLRebalance Mod forum here. Or someone else's -- it's a great idea, after all
I, too, have a program that shuffles ships, but it's not yet gui and not yet released because it's just one of a related suite of utilities I'm working on as a newbie programming project this summer. I'm working exclusively in Python.
From a description I recently wrote elsewhere:
FLModMonkey makes the kinds of global alterations to large game variants like Rebalance that only the foolish or masochistic modder would want to try and do by hand. It currently does the following:
--Uses a complex and finely tuned scoring algorithm to set and integrate a fair price for every ship in the game variant being examined.
--Uses another complex and finely tuned scoring algorithm to set a fair price for every weapon.
--Uses yet another algorithm to determine the “level” of star systems based on the difficulty of the missions offered within them, and redistributes the ships being sold based on these scores, with some controlled noise thrown in to ensure a fresh shuffle every time.
--Generates as many as several thousand unique random weapons by applying clever Diablo-style modifiers to existing weapons (with excellent flavor text, I might add).
Before I'm finished with this version, it will also do this:
--Shuffle the weapons being sold similar to the redistribution of ships described above, except for weapons that will only drop from NPCs (see below.).
--Generate hundreds of variations on existing ships (i.e. 'used' or 'modded'), similar to the weapon generator.
--Generate thousands of new loadouts for NPC pilots, making use of all of the above.
--Combine all of the above into a simple super-utility that determines logical boundary prices and shuffling restrictions based on the data found in the game variant being modified.
Stay tuned!
--Existential Risk