#include "R_class_battleship.odf"
#include "Repair_entearly.odf"

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

// Tooltips
tooltip = "hunterclass_refit"
verboseTooltip = "hunterclass_refit_v"

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

basename = "R_ENT_BirdOfPrey"

//Energy per shot
energyPerPulsePhaser = 0.075

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

// General (upgradeable) values the Player sees for each system
hullLevel    = 680
weaponsLevel = 700
sensorsLevel = 655
enginesLevel = 400
shieldsLevel = 550

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

// COMMAND POINT COST
commandPointCost = 2100
startYear = 2152
endYear   = 2200   2230

// global WEAPON values
photonReplenishRate 		= 1.8    	// how fast can i restore my photons
weaponsEnergyReplenishRate 	= 1.5	        // how fast can i restore my weapons energy pool
weaponPoolDiminishRate 		= 1.7		// how slowly does my weapons pool diminish
energyPerPhoton			= 0.2		// how much energy expended when firing a photon torpedo
shieldRechargeRateModifier	= 1.3		// 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
//**********************************************************************

// Disruptors
weapon1 = "rom_ent_arcpulse"
weaponHardpoints1 = "hp06" "hp07"

// Disruptors
weapon2 = "rom_ent_heavyarcpulse"
weaponHardpoints2 = "hp01" "hp02"

// Phaser
weapon3 = "rom_ent_warbird_phaser_2beam"
weaponHardpoints3 = "hp08"

// Phaser
weapon4 = "rom_ent_warbird_phaser_2beam"
weaponHardpoints4 = "hp09"

// Phaser
weapon5 = "rom_ent_warbird_phaser_2beam"
weaponHardpoints5 = "hp10"

// Phaser
weapon6 = "rom_ent_warbird_phaser_2beam"
weaponHardpoints6 = "hp11"

// frontPhoton
weapon7 = "rom_ent_battleship_photon"
weaponHardpoints7 = "hp06"

// frontPhoton
weapon8 = "rom_ent_battleship_photon"
weaponHardpoints8 = "hp07"

// Cloaking Device
weapon9 = "grcloak"
weaponHardpoints9 = "hp04"

// tractor beam
weapon10 = "f_tractor_bm"
weaponHardpoints10 = "hp01" "hp03"

// Warp
weapon11 = "gwarp"
weaponHardpoints11 = "hp05"

// long range sensor
weapon12 = "long_range_sensor"
weaponHardpoints12 = "hp05"

//Self Destruct
weapon13 = "gselfdes"
weaponHardpoints13 = "hp16"

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp03"
WeaponTargetHardpoints = "hp12"
ShieldTargetHardpoints = "hp13"
SensorTargetHardpoints = "hp05"

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hp03" 
WeaponDestructionHardpoints = "hp12" 
ShieldDestructionHardpoints = "hp13"
SensorDestructionHardpoints = "hp05" 

//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 200

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

engineBreakNodes = "L_Engine" "R_Engine"

selfDestructRadius = 250; // this applies when our ship is destroyed - sls
selfDestructDamage = 250; // the damage applied when we blow up - sls

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

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

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

cameraRadiusScale = 1.4
pivotRadiusScale = 2.0





