#include "F_entclass_cruiser.odf" 
#include "Repair_tosearly.odf"

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

// Tooltips
tooltip = "nxclass"
verboseTooltip = "nx01class_v"

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

/Energy per shot
energyPerPulsePhaser = 0.01

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

// General (upgradeable) values the Player sees for each system
hullLevel    = 800
weaponsLevel = 700
sensorsLevel = 990
enginesLevel = 640
shieldsLevel = 900
hasShields   = 1
hasHullPlating = 0

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

// COMMAND POINT COST
commandPointCost = 4300
startYear = 2230
endYear   = 2271
 
// global WEAPON values
photonReplenishRate 		= 1.5    	// how fast can i restore my photons
weaponsEnergyReplenishRate 	= 1.4	  // how fast can i restore my weapons energy pool
weaponPoolDiminishRate 		= 1.8		// how slowly does my weapons pool diminish
energyPerPhoton			= 0.2		// how much energy expended when firing a photon torpedo
shieldRechargeRateModifier	= 1.7		// how fast the shields charge

//**********************************************************************
//   SHIP NAMES
//**********************************************************************
possibleCraftNames = 
        "Enterprise" "Columbia" "Avenger" "Currie" 
//	"USS Paul Revere" "USS Liberty" "USS Concord" "USS Boston"
//	"USS Fenway" "USS Aurbach" "USS Commonwealth" "USS Adams"

logoFileNames = "F_NX_01_Logo_1" "F_NX_01_Logo_2" "F_NX_01_Logo_3" "F_NX_01_Logo_4"

//**********************************************************************
//   ART PARAMETERS & WEAPON NAMES
//**********************************************************************
// top front phasers
weapon1 = "fed_tos_phaser_3beam"
weaponHardpoints1 = "hp03" 

// bottom front phasers
weapon2 = "fed_tos_phaser_3beam"
weaponHardpoints2 = "hp04" 

// left rear phasers 
weapon4 = "fed_tos_phaser_3beam"   
weaponHardpoints4 = "hp13" "hp15" "hp19" "hp20" 

// right rear phasers 
weapon6 = "fed_tos_pulsephaser"
weaponHardpoints6 = "hp14" "hp16"  "hp19" "hp20" 

// side phasers
weapon3 = "fed_tos_bluepulse"
weaponHardpoints3 =  "hp01" "hp02" "hp17"

// forward photons
weapon5 = "fed_tos_photon_scout_blue"
weaponHardpoints5 = "hp01" "hp02" "hp05" "hp06"

// aft pulse
weapon7 = "fed_tos_bluepulse"
weaponHardpoints7 = "hp07" "hp18" 

// aft photons
weapon12 = "fed_tos_photon_scout_blue"
weaponHardpoints12 = "hp07" "hp18"

// tractor beam
weapon8 = "f_tractor_bm"
weaponHardpoints8 = "hp17" "hp18" "hp21"

// Warp
weapon9 = "gwarp"
weaponHardpoints9 = "hp24"

//Self Destruct
weapon10 = "gselfdes"
weaponHardpoints10 = "hp16"

// long range sensor
weapon11 = "long_range_sensor"
weaponHardpoints11 = "hp21"

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp08" "hp09" "hp10"
WeaponTargetHardpoints = "hp11" "hp12"
//ShieldTargetHardpoints = "hp16"
SensorTargetHardpoints = "hp21"

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hp08" "hp09" "hp10"
WeaponDestructionHardpoints = "hp11" "hp12" 
//ShieldDestructionHardpoints = "hp16"
SensorDestructionHardpoints = "hp21" 

//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 225

// These will break off.
engineBreakNodes = "L_Engine" "R_Engine"
EngineDestructionHardpoints = "hp08" "hp09" "hp10"
WeaponDestructionHardpoints = "hp11" "hp12"
SensorDestructionHardpoints = "hp21" "hp24"


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

// physics file for star trekky physics behavior
PhysicsFile = "f_nx_01_physics.odf"

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

//Death Explosion Radius
//**********************************************************************

selfDestructRadius = 400; // this applies when our ship is destroyed - sls
selfDestructDamage = 600; // the damage applied when we blow up - sls

// Scale for the camera radius
cameraRadiusScale = 1.1

//specificCaptain = "Archer"


