#include "station.odf"

//MAIN DESIGN PARAMETERS

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

//tooltips
tooltip = "Starbase"
verboseTooltip = "Starfleet's main base of operations. Constructs 
construction, mining, cargo and repair ships""

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

//Amount of time required to build ship
buildTime = 100.0

//Number of officers required to build this ship
officerCost = 10

//Number of crew required to build ship & Starting crew
crewCost = 150

//Number of maximum crew (only specified if different from crewCost)
maximumCrew = 1500

//The number of crew added to the capacity
maxCrewGain = 3000

//Dilithium Cost to build
dilithiumCost = 2000

//Metal cost to build
metalCost = 2000

//Number of Officers starbase gives by default
officerGain = 0

//Maximum number of officer quarters
maximumUpgrades = 6

//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 6000

//Rate at which shield recharges (points per second... we think)
shieldRate = 5.0

//Shield absorbs all damage until it's gone
shieldProtection = 1.0

// Rate at which latinum is transfered from freighters
latinumTransferRate = 15.0

	"Starbase 47" "Starbase 74" "Starbase 133" "Starbase 122" 
	"Starbase 173" "Starbase 257" "Starbase 15" "Starbase 338" 
	"Starbase 37" "Starbase 414" "Starbase 152" "Starbase 98" 

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

// Pulse Phaser
weapon1 = "tmpbpulse"
weaponHardpoints1 = "hp11" 

// Pulse Phaser
weapon2 = "tmpbpulse"
weaponHardpoints2 = "hp12" 

// Pulse Phaser
weapon3 = "tmpbpulse"
weaponHardpoints3 = "hp13" 

// Pulse Phaser
weapon4 = "tmpbpulse"
weaponHardpoints4 = "hp14" 

// Pulse Phaser
weapon5 = "tmpbpulse"
weaponHardpoints5 = "hp15" 

// Pulse Phaser
weapon6 = "tmpbpulse"
weaponHardpoints6 = "hp16"

// Pulse Phaser
weapon7 = "tmpbpulse"
weaponHardpoints7 = "hp17"  

// Pulse Phaser
weapon8 = "tmpbpulse"
weaponHardpoints8 = "hp18" 


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

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

//Construction Parameters
buildItem0 = "tmpconst"
buildItem1 = "tmpfreight"
buildItem2 = "tmpcargo"
buildItem3 = "tmprepair"

//Hardpoint location for building.
buildHardpoint = "build"

dockinghardpoint = "dock"

//**********************************************************************
//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 = 2.00f


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

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.5f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.5f
//**********************************************************************



//**********************************************************************
//SYSTEM HITPOINTS

// Hitpoints

shieldGeneratorHitPoints = 1000
enginesHitPoints = 0
weaponsHitPoints = 1000
lifeSupportHitPoints = 1000
sensorsHitPoints = 1000

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



//**********************************************************************
//SYSTEM DAMAGE DISTRIBUTION
//The following section's values should add up to 100
//Percent Chance out of 100 of engines being destroyed
enginesHitPercent = 0.0f

//Percent Chance out of 100 of life support being destroyed
lifeSupportHitPercent = 10.5f

//Percent Chance out of 100 of weapons being destroyed
weaponsHitPercent = 10.0f

//Percent Chance out of 100 of shields being destroyed
shieldGeneratorHitPercent = 13.0f

//Percent Chance out of 100 of sensors being destroyed
sensorsHitPercent = 13.0f

//Percent Chance out of 100 of hull being hit (crew dying)
crewHitPercent = 13.5f

//Percent Chance out of 100 of entire ship exploding
hullHitPercent = 40.0f
//**********************************************************************


//**********************************************************************
//MESSAGE & SOUND PARAMETERS
//**********************************************************************

eventSelect = "StarbaseSelect"
eventAcknowledge = "StarbaseAcknowledge"
eventAttack = "StarbaseAttack"
eventDecommission = "StarbaseDecommission"


//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS

//Runtime class label for instantiation of object.
classLabel = "starbase"

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


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

//************************************************************
// Brian additions for context sensitive menus
alert = 1
combat = 1
builder_ship = 1
transporter = 1
SHOW_MOVEMENT_AUTONOMY = 1
SHOW_SW_AUTONOMY = 1

// let's make this a bit bigger
ScaleSOD = 1.5