#include "R_entclass_battleship.odf"
#include "Repair_entearly.odf"

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

// Tooltips
tooltip = "R_Battleship_Battlehawk"
verboseTooltip = "battlehawkclass_v"

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

basename = "R_Battlehawk"

//Energy per shot
energyPerPulsePhaser = 0.00000018

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

// General (upgradeable) values the Player sees for each system
hullLevel    = 700
weaponsLevel = 650
sensorsLevel = 650
enginesLevel = 310
shieldsLevel = 600

// WEAPON values
numberOfPhaserBeams = 2
numberOfForePhotons = 5
photonSpread = 1
//forePhotonSpread = 1
numberOfAftPhotons = 3
//aftPhotonSpread = 0

// COMMAND POINT COST
commandPointCost = 2290
startYear = 2056
endYear   = 2057   

// global WEAPON values
photonReplenishRate 		= 1.6    	// how fast can i restore my photons
weaponsEnergyReplenishRate 	= 1.4	  	// how fast can i restore my weapons energy pool
weaponPoolDiminishRate 		= 1.6		// how slowly does my weapons pool diminish
energyPerPhoton			= 0.2		// how much energy expended when firing a photon torpedo
shieldRechargeRateModifier	= 1.4		// how fast the shields charge


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

// top Fore Phaser
weapon1 = "rom_ent_battlehawk_phaser_2beam"
weaponHardpoints1 = "hp02"

// top Fore Phaser
weapon11 = "rom_ent_battlehawk_phaser_2beam"
weaponHardpoints11 = "hp03"

// bottom Fore Phaser
weapon12 = "rom_ent_phaser_1beam"
weaponHardpoints12 = "hp04"

// Fore pulse
weapon3 = "rom_ent_pulse"
weaponHardpoints3 =  "hp01" "hp26" "hp22"

// Rear Phaser
weapon13 = "rom_ent_phaser_1beam"
weaponHardpoints13 = "hp14" "hp15"

// Rear pulse
weapon2 = "rom_ent_pulse"
weaponHardpoints2 = "hp16" "hp27"



//********photon****************

// Cloaking Device
weapon4 = "grcloak"
weaponHardpoints4 = "hp12"

// front Photon
weapon5 = "rom_ent_battleship_photon"
weaponHardpoints5 = "hp18" "hp20"

// rear Photon
weapon6 = "rom_ent_battleship_photon"
weaponHardpoints6 = "hp21"

// tractor beam
weapon7 = "f_tractor_bm"
weaponHardpoints7 = "hp22" "hp21"

// Warp
weapon8 = "gwarp"
weaponHardpoints8 = "hp13"

//Self Destruct
weapon9 = "gselfdes"
weaponHardpoints9 = "hp16"

// long range sensor
weapon10 = "long_range_sensor"
weaponHardpoints10 = "hp19"

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp17" "hp08" "hp09"
WeaponTargetHardpoints = "hp18" 
ShieldTargetHardpoints = "hp20"
SensorTargetHardpoints = "hp19"

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hp17" "hp08" "hp09" 
WeaponDestructionHardpoints = "hp18" 
ShieldDestructionHardpoints = "hp20"
SensorDestructionHardpoints = "hp19" 

//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 360

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

engineBreakNodes = "L_Engine" "R_Engine"

selfDestructRadius = 500; // this applies when our ship is destroyed - sls
selfDestructDamage = 700; // the damage applied when we blow up - sls

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

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

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


cameraRadiusScale = 1.25







