#include "starbase.odf"

//**********************************************************************
//   GENERAL STUFF...
//**********************************************************************
//Name of station class in Display window & in edit mode & tooltip
unitName = "Starbase"

//tooltips
tooltip = "fed_tng_starbase"
verboseTooltip = "fed_tng_starbase_v"

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

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

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

//**********************************************************************
//   SHIP NAMES
//**********************************************************************
//Possible Craft Names
possibleCraftNames = 
	"Starbase 612" "Starbase 473" "Starbase 263" "Starbase 823"
	"Starbase 173" "Starbase 383" "Starbase 420" "Starbase 252" 
	"Starbase 419" "Starbase 521" "Starbase 152" "Starbase 528"
	"Starbase 357" "Starbase 523" "Starbase 162" "Starbase 693"
	"Starbase 344" "Starbase 182" "Starbase 106" "Starbase 260"
	"Starbase 123" "Starbase 312" "Starbase 412" "Starbase 411"
	"Starbase 452" "Starbase 422" "Starbase 102" "Starbase 34"
	"Starbase 62" "Starbase 17" "Starbase 93" "Starbase 27"
	"Starbase 303" "Starbase 72" "Starbase 28" "Starbase 64"
	"Starbase 82" "Starbase 12" "Starbase 44" "Starbase 77"
	"Starbase 11" "Starbase 34" "Starbase 67" "Starbase 69"
	"Starbase 99" "Starbase 86" "Starbase 268" "Starbase 623"
	"Starbase 40" "Starbase 176"

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

eventSelect = "StarbaseSelect"
eventAcknowledge = "StarbaseAcknowledge"
eventAttack = "StarbaseAttack"
eventDecommission = "StarbaseDecommission"
ambientSound = "ST_ENG_FED_Station_1"

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

//******************************************************
// WEAPON values
numberOfPhaserBeams = 10
numberOfForePhotons = 0
photonSpread = 1
numberOfAftPhotons = 0

// global WEAPON values
photonReplenishRate 		= 1.5    	// how fast can i restore my photons
weaponsEnergyReplenishRate 	= 2.0	  	// how fast can i restore my weapons energy pool
weaponPoolDiminishRate 		= 1.3		// how slowly does my weapons pool diminish
energyPerPhoton			= 0.2		// how much energy expended when firing a photon torpedo
shieldRechargeRateModifier	= 2.0		// how fast the shields charge

hasHull = 1;
hasShield = 1;
hasWeapons = 1;
hasSensors = 1;

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

// ******* weapon tower 1 *********
weapon1 = "fed_tng_phaser_1beam"
weaponHardpoints1 = "hp01" "hp23"

// ****** weapon tower 2 *********
weapon2 = "fed_tng_phaser_1beam"
weaponHardpoints2 = "hp02" "hp22"

// ****** weapon tower 3 *********
weapon3 = "fed_tng_phaser_1beam"
weaponHardpoints3 = "hp03" "hp25"

// ****** weapon tower 4 *********
weapon4 = "fed_tng_phaser_1beam"
weaponHardpoints4 = "hp04" "hp24"

// ****** Top Weapons Array #1 ********
weapon5 = "fed_tng_phaser_1beam"
weaponHardpoints5 = "hp05" "hp06" "hp07" "hp08" 

// ****** mid Weapons Array #2 ********
weapon6 = "fed_tng_phaser_1beam"
weaponHardpoints6 = "hp09" "hp10" "hp11" "hp12" 

weapon7 = "fed_tng_phaser_1beam"h
weaponHardpoints7 = "hp26" "hp27" "hp28" "hp29" 

// ****** bottom Weapons Array #3 ********
weapon8 = "fed_tng_phaser_1beam"
weaponHardpoints8 = "hp13" "hp14" "hp15" "hp16"

// Hardpoints to hit for various systems and other locations.
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" 
shieldGeneratorTargetHardpoints = "hp17" "hp18" "hp19"
sensorsTargetHardpoints = "hp20" "hp21"


//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 2000

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

//**********************************************************************
//   Additions for context sensitive menus
//**********************************************************************

//builder_ship = 1
alert = 1
combat = 1
transporter = 1
