#include "frigate.odf"

//MAIN DESIGN PARAMETERS

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

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

//tooltips
tooltip = "Cardiff Class – Patrol Ship"
verboseTooltip = "The Cardiff Class was based off the Akira design and then modified to include Vulcan technology and the latest sensor technology from Starfleet. Whilst she can take care of herself in battle, her main job is to locate any cloaked Romulan ships trying to break through the borders. In fleet role, she is best paired with an Akira to better aim the torpedoes."

//Amount of time required to build ship
buildTime = 28.0

//Number of officers required to build this ship
officerCost = 9

//Number of crew required to build ship & Starting crew
crewCost = 350

//Dilithium Cost to build
dilithiumCost = 300

//Metal Cost to build
metalCost = 480

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 610

// Hitpoints

shieldGeneratorHitPoints = 60
enginesHitPoints = 34
weaponsHitPoints = 44
lifeSupportHitPoints = 44
sensorsHitPoints = 44


//Rate at which shield recharges (points per second... we think)
shieldRate = 1.0

//Maximum Value of Special Energy
maxSpecialEnergy = 900

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

//This is the range in meters which the ships sensors can see (LOS)
rangeScan = 1250.0f

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

//Possible Craft Names
possibleCraftNames = 
	"USS Almirante" "USS Espora" "USS Hercules" "USS Yingtan" "USS Xiamen"
	"USS Minerva" "USS Isikari" "USS Kongo" "USS Haruna"
	"USS Anzac" "USS Blackpool" "USS Boxer" "USS Broadsword" "USS Salisbury"
	"USS Leopard" "USS Whitby" "USS Tribal" "USS Tallinn" "USS Minsk"
	"USS Knox" "USS Bronstein" "USS Bainbridge" "USS Leahy" "USS Bremen"
	"USS Brandenburg" "USS Barbaros" "USS Yavuz" "USS Halifax" "USS Loch"
	"USS Yang" "USS Buckley" "USS Visby" "USS Caldwell" "USS Aylwin"
	"USS Leander" "USS Argyll" "USS Kent" "USS Grafton" "USS Sutherland"
	"USS D. Robinson" "USS Brasi"

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

// Phaser
weapon1 = "fc1phas"
weaponHardpoints1 = "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34" "hp35" "hp36" "hp37" "hp38" "hp39" "hp40" "hp41" "hp42"

// Photon
weapon2 = "fc1phot"
weaponhardpoints2 = "hp43" "hp44"

// Shield-Emitter
weapon3 = "gdetectf"
weaponHardpoints3 = "hp18" "hp19"

//tractor beam
weapon4 = "gtracbm"
weaponHardpoints4 = "hp45" "hp46"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" 
lifeSupportTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" 
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" 
shieldGeneratorTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" 
sensorsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" 
hullTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" 
criticalTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" 


//**********************************************************************
//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 = 0.50f

//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 = 1.0f
//**********************************************************************

//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "placeholder"
hotkeyLabel = "HOTKEY_F1"


// let's make this a bit bigger
ScaleSOD = 1.0






