#include "station.odf"

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

//tooltips
tooltip = "rom_shroud"
verboseTooltip = "rom_shroud_v"

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


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

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


//**********************************************************************
//   SHIP NAMES
//**********************************************************************
//Possible Craft Names
possibleCraftNames = 
	""



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

eventSelect = "StarbaseSelect"
eventAcknowledge = "StarbaseAcknowledge"
eventAttack = "StarbaseAttack"
eventDecommission = "StarbaseDecommission"
ambientSound = "ST_ENG_ROM_Station_3"


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

// Hardpoints to hit for various systems and other locations.
lifeSupportTargetHardpoints = "hp06" "hp07" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" 
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25"
sensorsTargetHardpoints = "hp29" "hp30" "hp31" "hp32" "hp33" "hp34" "hp35" "hp36" "hp37" "hp38" 
hullTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
criticalTargetHardpoints =


//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 400

//**********************************************************************
//   SHIELDS AND DAMAGE
//**********************************************************************
// Max Shield Strength & Begining Shield Strength <500
maxHealth = 5000

// Hitpoints
shieldGeneratorHitPoints = 200
enginesHitPoints = 0
weaponsHitPoints = 0
lifeSupportHitPoints = 450
sensorsHitPoints = 500

// Rate at which shield recharges (points per second... we think)
shieldRate = 10

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

// Don't use the horrible old % crew loss on damage
//saneCrewLossMethod = 1

//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



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



//**********************************************************************
//   CREW STATUS MULTIPLIERS
//**********************************************************************
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.0f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.0f




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



//**********************************************************************
//   BUILD, etc.
//**********************************************************************
//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



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

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