#include "battle.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Battleship"

//tooltips
tooltip = "Battleship"
verboseTooltip = ""

//Race which can build ship & starting race of ship
race = "europe"

//Amount of time required to build ship
buildTime = 22.0

//Number of officers required to build this ship
officerCost = 12

//Number of crew required to build ship & Starting crew
crewCost = 700

// don't use the horrible old % crew loss on damage
saneCrewLossMethod = 1

//Dilithium Cost to build
dilithiumCost = 450

//Metal Cost to build
metalCost = 100

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 650

// Hitpoints

shieldGeneratorHitPoints = 150
enginesHitPoints = 120
weaponsHitPoints = 120
lifeSupportHitPoints = 150
sensorsHitPoints = 110

//Rate at which shield recharges (points per second... we think)
shieldRate = 10

//Maximum Value of Special Energy
maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 15

//**********************************************************************
//SHIP NAMES

//Possible Craft Names
possibleCraftNames = 
	"HMS Saratoga" "HMS Rand" "HMS Faithful" "HMS Archangel"
	"HMS Atlas" "HMS Legacy" "HMS Challenger" "HMS Justice" 
	"HMS Integrity" "HMS Alexandra" "HMS Endurance" "HMS Midway"
	"HMS Majestic" "HMS Hyperion" "HMS Avatar" "HMS Avalon"
	"HMS Horizon" "HMS Nimitz" "HMS Aries" "HMS Leviathan"
	"HMS Sentinel" "HMS Tiberius" "HMS Odin" "HMS Providence"
	"HMS Formidable" "HMS Destiny" "HMS Tempest" "HMS Cavalier"
	"HMS Yamato" "HMS Calabria" "HMS Coburn" "HMS Hickey" "HMS Hope"

//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// phaser
weapon1 = "fbphas"
weaponHardpoints1 = "hp01" "hp02" 

// phaser
weapon2 = "fbphas"
weaponHardpoints2 = "hp03" "hp04" 

// phaser
weapon3 = "fbphas"
weaponHardpoints3 = "hp05" "hp06" 

// phaser
weapon4 = "fbphas"
weaponHardpoints4 = "hp07" "hp08" 

// phaser
weapon5 = "fbphas"
weaponHardpoints5 = "hp09" "hp10" 

// Photon torpedos
weapon6 = "fbattlephot"
weaponHardpoints6 = "hp01" "hp02"

// Photon torpedos
weapon7 = "fbattlephot"
weaponHardpoints8 = "hp03" "hp04"

// Photon torpedos
weapon8 = "fbattlephot"
weaponHardpoints8 = "hp05" "hp06"

// Photon torpedos
weapon9 = "fbattlephot"
weaponHardpoints9 = "hp07" "hp08" 

// Photon torpedos
weapon10 = "fbattlephot"
weaponHardpoints10 = "hp09" "hp10" 

//Self Destruct
weapon11 = "gselfdes"
weaponHardpoints11 = "hp34" "hp35" "hp36"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "sys01" "sys02"
lifeSupportTargetHardpoints = "sys03"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp31" "hp32" "hp33" "hp34" "hp35" "hp36"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "sys04" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
criticalTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"

//**********************************************************************

//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons. 
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 1.00f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.50f

//**********************************************************************

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.0f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.0f
//**********************************************************************


//change the scale
ScaleSOD = 1.0
transporter = 0
//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "fed_battle"
hotkeyLabel = "HOTKEY_F4"

