#include "F_tngclass_battleship.odf"
#include "Repair_tngearly.odf"

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

// Tooltips
tooltip = "ambassadorclass"
verboseTooltip = "ambassadorclass_v"

// Race which can build ship & starting race of ship
race = "fed-early"

Basename = "F_Apollo-class"

easyTractorTarget = 1;

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

// General (upgradeable) values the Player sees for each system
hullLevel    = 1600
weaponsLevel = 1550
sensorsLevel = 1350
enginesLevel = 750
shieldsLevel = 1700

// WEAPON values
numberOfPhaserBeams = 2
numberOfForePhotons = 4
photonSpread = 1
//forePhotonSpread = 1
numberOfAftPhotons = 3
//aftPhotonSpread = 0

// COMMAND POINT COST
commandPointCost = 13100
startYear = 2333
endYear   = 2370

// global WEAPON values
photonReplenishRate 		= 1.7 	  // how fast can i restore my photons
weaponsEnergyReplenishRate 	= 1.2	  // 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	= 1.6	  // how fast the shields charge

//**********************************************************************
//   SHIP NAMES
//**********************************************************************
possibleCraftNames = 
	"USS Apollo" "USS GAGE" "USS Nagoya" "USS Koquette"
//	"USS Breau" "USS Colonial" "USS Sanderon" "USS Wolff"
//	"USS Hackabout" "USS Cole" "USS Corvair" "USS Memphis"

logoFileNames = "F_Apollo-class_Logo_1" "F_Apollo-class_Logo_2" "F_Apollo-class_Logo_3" "F_Apollo-class_Logo_4"

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

// for phasers
weapon1 = "fed_tng_phaser_3beam"
weaponHardpoints1 =  "hp01"

// for phasers
weapon9 = "fed_tng_phaser_3beam"
weaponHardpoints9 =  "hp02"

// for phasers
weapon10 = "fed_tng_phaser_3beam"
weaponHardpoints10 =  "hp03"

// for phasers
weapon11 = "fed_tng_phaser_3beam"
weaponHardpoints11 =  "hp04"

// for phasers
weapon12 = "fed_tng_phaser_3beam"
weaponHardpoints12 =  "hp05"

// for phasers
weapon13 = "fed_tng_phaser_3beam"
weaponHardpoints13 =  "hp06"

// for phasers
weapon14 = "fed_tng_phaser_3beam"
weaponHardpoints14 =  "hp07"

// for phasers
weapon15 = "fed_tng_phaser_3beam"
weaponHardpoints15 =  "hp08"

// Aft phasers
weapon2 = "fed_tng_phaser_3beam"
weaponHardpoints2 =  "hp10"

// Aft phasers
weapon16 = "fed_tng_phaser_3beam"
weaponHardpoints16 =  "hp09"

//***********************************************
// fwd Photon torpedos
weapon3 = "fed_tng_photon_destroyer"
weaponHardpoints3 =  "hp12" "hp15"

// aft Photon torpedos
weapon4 = "fed_tng_photon_destroyer"
weaponHardpoints4 =  "hp13"

// real tractor beam
weapon5 = "f_tractor_bm"
weaponHardpoints5 = "hp11" 

// Warp
weapon6 = "gwarp"
weaponHardpoints6 = "hp15"

//Self Destruct
weapon7 = "gselfdes"
weaponHardpoints7 = "hp01"

// long range sensor
weapon8 = "long_range_sensor"
weaponHardpoints8 = "hp01"

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp15" "hp16" "hp17"
WeaponTargetHardpoints = "hp18"
ShieldTargetHardpoints = "hp19"
SensorTargetHardpoints = "hp20" "hp21"

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hp15" "hp16" "hp17"
WeaponDestructionHardpoints = "hp15" 
ShieldDestructionHardpoints = "hp30"
SensorDestructionHardpoints = "hp31" "hp21"

//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 526

//**********************************************************************
//   SHIELDS AND DAMAGE
//**********************************************************************
//Ambassador, generated Mon Dec 16 13:26:40 2002
hasHull = 1;
hasShield = 1;
hasWeapons = 1;
hasEngines = 1;
hasSensors = 1;

// These will break off.
engineBreakNodes = "L_Engine" "R_Engine"

selfDestructRadius = 850; // this applies when our ship is destroyed - sls
selfDestructDamage = 1700; // the damage applied when we blow up - sls

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

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

//**********************************************************************
//   BUILD, etc.
//**********************************************************************
// Amount of time required to build ship
buildTime = 56.0

cameraRadiusScale = 1.5