#include "cruise1.odf"

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

//tooltips
tooltip = "Thufir Class"
verboseTooltip = "Designed to intercept hostile targets, the Thufir is commonly deployed along trade lanes and warp corridors."

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

//Amount of time required to build ship
buildTime = 24.0

//Number of officers required to build this ship
officerCost = 6

//Number of crew required to build ship & Starting crew
crewCost = 200

//Dilithium Cost to build
dilithiumCost = 240

//Metal Cost to build
metalCost = 240

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 700

// Hitpoints

shieldGeneratorHitPoints = 70
enginesHitPoints = 70
weaponsHitPoints = 70
lifeSupportHitPoints = 70
sensorsHitPoints = 70

//Rate at which shield recharges (points per second... we think)
shieldRate = 2.55

//Maximum Value of Special Energy
maxSpecialEnergy = 500

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

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

//Possible Craft Names
possibleCraftNames = 
	"USS Thufir" "USS Omega" "USS Thing" "USS Pjetso"
	"USS Jonkhall" "USS Leto" "USS Leech" "USS Owl"
	"USS Norrad" "USS Itjanah" "USS Anskhor" "USS Nudeqh"
	"USS Morpal" "USS Kenay" "USS Hiraku" "USS Khorhon"
	"USS Solaria" "USS Ninthal" "USS Kardjem" "USS Huna"
	"USS Sigenna" "USS Honha" "USS Kidyah" "USS Orrukh"


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

// Pulse Phaser
weapon1 = "fc1phas"
weaponHardpoints1 = "hp01" "hp06"

// Pulse Phaser
weapon2 = "fc1phas"
weaponHardpoints2 = "hp02" "hp05"

// Pulse Phaser
weapon3 = "fc1phas"
weaponHardpoints3 = "hp03" "hp04"

// Pulse Phaser
weapon4 = "fc1phas"
weaponHardpoints4 = "hp11" 

// Pulse Phaser
weapon5 = "fc1phas"
weaponHardpoints5 = "hp12" 

// Photon Torpedo
weapon6 = "fdphot"
weaponHardpoints6 = "hp09" "hp10"


// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" 
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp11" "hp12" "hp13" "hp14"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp16" "hp17"
hullTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20"
criticalTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" 



//**********************************************************************
//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 = 2.0f
//**********************************************************************


//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "fed_battle"
hotkeyLabel = "HOTKEY_F4"

// let's make this a bit smaller
ScaleSOD = 0.95



