#include "R_class_cruiser.odf"
#include "Repair_entearly.odf"

//**********************************************************************
//   GENERAL STUFF...
//**********************************************************************
// Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Bird of Prey"

// Tooltips
tooltip = "hunterclass"
verboseTooltip = "hunterclass_v"

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

weaponsEnergyReplenishRate 	= 1.5	  // how fast can i restore my weapons energy pool
weaponPoolDiminishRate 		= 1.2

//**********************************************************************
//SHIP SYSTEM INFORMATION
//**********************************************************************

// General (upgradeable) values the Player sees for each system
hullLevel =    600
weaponsLevel = 450
sensorsLevel = 700
enginesLevel = 600
shieldsLevel = 350

// COMMAND POINT COST
commandPointCost = 0
startYear = 2152
endYear   = 2400

// WEAPON values
numberOfPhaserBeams = 2
numberOfForePhotons = 3
photonSpread = 1
//forePhotonSpread = 1
numberOfAftPhotons = 0
//aftPhotonSpread = 0

//**********************************************************************
//   SHIP NAMES
//**********************************************************************
//Possible Craft Names
possibleCraftNames = 
	"Brak'en" "D'soria" "D'tervik" "Joran"
	"Lubato" "Maruccius" "Mentenius" "Munia"
	"Narrocian" "Opalius" "Pesanius" "Pola"
	"Sapotius" "Setro" "Solus" "Strato"
	"Tovarek" "Truntis" "Velosh" "Vrenek"

//**********************************************************************
//   ART PARAMETERS & WEAPON NAMES
//**********************************************************************
// Plasma Torps
weapon1 = "rom_ent_cruiser_photon"
weaponHardpoints1 = "hp06" "hp07" 

// Left Phasers
weapon2 = "rom_ent_phaser_2beam"
weaponHardpoints2 = "hp08" "hp11" 

// Right Phasers
weapon3 = "rom_ent_phaser_2beam"
weaponHardpoints3 = "hp09" "hp10" 

// Bottom Phasers
weapon4 = "rom_ent_phaser_2beam"
weaponHardpoints4 = "hp12" "hp13" 

// Cloaking Device
weapon5 = "grcloak"
weaponHardpoints5 = "hp04" 

//Self Destruct
weapon6 = "gselfdes"
weaponHardpoints6 = "hp16"

// long range sensor
weapon7 = "long_range_sensor"
weaponHardpoints7 = "hp21"

// Hardpoints to hit for various systems and other locations.

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp07" "hp08" "hp15"
WeaponTargetHardpoints = "hp16"
ShieldTargetHardpoints = "hp18"
SensorTargetHardpoints = "hp21"

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hp03" 
WeaponDestructionHardpoints = "hp12" 
ShieldDestructionHardpoints = "hp13"
SensorDestructionHardpoints = "hp05" 

//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 200

//**********************************************************************
//   SHIELDS AND DAMAGE
//**********************************************************************
//Hunter, generated Mon Dec 16 15:06:15 2002
hasHull = 1;
hasShield = 1;
hasWeapons = 1;
hasEngines = 1;
hasSensors = 1;

engineBreakNodes = "L_Engine" "R_Engine"

//**********************************************************************
//   PHYSICS PARAMETERS
//**********************************************************************

// physics file for star trekky physics behavior
PhysicsFile = "r_hunter_physics.odf"

//**********************************************************************
//   BUILD, etc.
//**********************************************************************
//Amount of time required to build ship
buildTime = 39.0

//**********************************************************************
//  Engine sound
//**********************************************************************


//**********************************************************************
//  Death sounds
//**********************************************************************


cameraRadiusScale = 1.1

selfDestructRadius = 350; // this applies when our ship is destroyed - sls
selfDestructDamage = 450; // the damage applied when we blow up - sls
