I only do html in my notepad thats as much programming as I know and can handle. ><
"What does the text file look like?
It could probably be loaded in a database and then have a front end created for it.
Really not hard to do, but would take a little bit of time to customize it."
I can put up a couple of the files up if you want to see how they look like.
As for loading it in a database.. umm.. no idea, i'm clueless on all this. All I can tell you is the game uses a hundred or so different txt files.
In this game, each ship is made up of three sections. Bridge, Hull and Engine. Each section has about 10 different variants. Then there are about 50 different weapons in 3 different categories (small,medium,large). There is one text file for each of the above listed things. Each text file has dozens of different stats that make up the in-game item.
Then there is a master .txt file that determines what the 'base' stats of a ship is...and those stats are then modified by stats from each hull type.
So as you can see its a lot of stuff. Hence why I think the easiest thing would be to have the program simply be a GUI that you can just click on the thing you want to mod (say, a hull type called 'Armor') and then have the program simply 'open' the correct text file on a text box on the right side where I can make changes.
Here's a snippet of one such file, a missile weapon:
weapon
{
hidden true // Can't select this weapon explicitly from design screen.
name @WEAPON_MIS_MIRV_WARHEAD
weaponclass missile
weaponfamily missile
model1 barrel_m1_missile.X
model2 barrel_l2_missile.X
turretsize medium
cost 3000
turretclass missile
hpbonus -30
burst_volleys 1
volley_period .2
recharge_time 32
muzzle_sound Sounds/Weapons/mis_missile_muzzle.wav
muzzle_sound_minrange 60
muzzle_effect effects/Missile_muzzle.effect
muzzle_speed 90
solution_tolerance 90
icon_file GUI/WeaponIcons.tga
icon_rect "0 32 32 32"
range 300000
range_planet 300000 // Same as 'range' because missile has a fixed time-to-live. (range should be a bit less than [netforcelimits] speed x ttl)
fc_requires_los true
fc_requires_inrange true
fc_requires_enemycolony false
fc_manual_target false
fc_manual_toggle false
fc_manual_launch false
fc_controllable true
fc_holdsfire true
blindfire false
pinpoint false
missile
{
tracking 1
impact_decal decals/WeaponHit.decal
impact_decal_width .5
impact_decal_height .5
impact_decal_depth .1
beam_origin -3
beam_length 5.5
impact_sound Sounds/Weapons/mis_missile_impact.wav
impact_sound_minrange 200
impact_effect effects/Missile_Impact.effect
area_impact_effect "effects/collide_asteroid.effect"
Planet_Impact_Effect "effects/Missile_Planet.effect"
thrust_sound Sounds/Weapons/mis_missile_travel.wav
speed 135
seek_attenuation 4 // Higher number = tighter turns/faster accel
// netforcelimits
// {
// force 9000
// torque_yaw 9000
// torque_pitch 9000
// torque_roll 500
// speed 135
// rotspeed 820
// }
ttl 20
model missile.X
health 3
dam 20
dam_radius 10
mass 30
thrust_effect effects/missletrail.effect
thrust_node EffectNode
dumbfire_period 0.5
dam_pop 15000
dam_infra .0001
dam_terra .0005
}
rating_frate 2
rating_dam 2
rating_acc 9
rating_range 9
dam_est 125
}