#include "destroy.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Dominion Virulent Attack Cruiser"

//tooltips
tooltip = "Virulent Attack Ship"
verboseTooltip = "The Virulent was the only ship in the Dominion War Machine to feature the use of reflective armour technology, almost fully resistant to phasers and beam weaponary. Whilst it is small, it is able to pack a huge punch and should not be taken lightly, like any other Dominion craft."

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

//Amount of time required to build ship
buildTime = 20.0

//Number of officers required to build this ship
officerCost = 5

//Number of crew required to build ship & Starting crew
crewCost = 75

//Dilithium Cost to build
dilithiumCost = 110

//Metal Cost to build
metalCost = 300

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 570

// Hitpoints

shieldGeneratorHitPoints = 700
enginesHitPoints = 200
weaponsHitPoints = 400
lifeSupportHitPoints = 350
sensorsHitPoints = 225

//Rate at which shield recharges (points per second... we think)
shieldRate = 1.32		

//Maximum Value of Special Energy
maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10

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

possibleCraftNames = "1st Fleet 1st Squadron" "1st Fleet 2nd Squadron" "1st Fleet 3rd Squadron" "2nd Fleet 1st Squadron" "2nd Fleet 2nd Squadron" "2nd Fleet 3rd Squadron" "3rd Fleet 1st Squadron" "3rd Fleet 2nd Squadron" "3rd Fleet 3rd Squadron" "4th Fleet 1st Squadron" "4th Fleet 2nd Squadron" "4th Fleet 3rd Squadron"


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

// Beam
weapon1 = "fc1phas"
weaponHardpoints1 = "hp13" "hp14" "hp15" "hp16" "hp17" "hp18"

// Torpedo
weapon2 = "fbattlephot"
weaponHardpoints2 = "hp19"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" 
lifeSupportTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" 
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" 
shieldGeneratorTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" 
sensorsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" 
hullTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" 
criticalTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" 
//**********************************************************************
//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 = 0.25f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.25f

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

//**********************************************************************
//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 = 0.75f
//**********************************************************************


//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "kling_destroyer"
hotkeyLabel = "HOTKEY_F2"
