#include "starbase.odf"

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

//tooltips
tooltip = "kling_tos_starbase"
verboseTooltip = "kling_tos_starbase_v"

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


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

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

//**********************************************************************
//   SHIP NAMES
//**********************************************************************
//Possible Craft Names
possibleCraftNames = 
	"Starbase 612" "Starbase 473" "Starbase 263" "Starbase 823"
	"Starbase 173" "Starbase 383" "Starbase 420" "Starbase 252" 
	"Starbase 419" "Starbase 521" "Starbase 152" "Starbase 528"
	"Starbase 357" "Starbase 523" "Starbase 162" "Starbase 693"
	"Starbase 344" "Starbase 182" "Starbase 106" "Starbase 260"
	"Starbase 123" "Starbase 312" "Starbase 412" "Starbase 411"
	"Starbase 452" "Starbase 422" "Starbase 102" "Starbase 34"
	"Starbase 62" "Starbase 17" "Starbase 93" "Starbase 27"
	"Starbase 303" "Starbase 72" "Starbase 28" "Starbase 64"
	"Starbase 82" "Starbase 12" "Starbase 44" "Starbase 77"
	"Starbase 11" "Starbase 34" "Starbase 67" "Starbase 69"
	"Starbase 99" "Starbase 86" "Starbase 268" "Starbase 623"
	"Starbase 40" "Starbase 176"

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

eventSelect = "StarbaseSelect"
eventAcknowledge = "StarbaseAcknowledge"
eventAttack = "StarbaseAttack"
eventDecommission = "StarbaseDecommission"
ambientSound = "ST_ENG_KLI_Station_1"


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

//*****************************************
// WEAPON values
numberOfPhaserBeams = 3
numberOfForePhotons = 10
photonSpread = 1
numberOfAftPhotons = 0

hasHull = 1;
hasShield = 1;
hasWeapons = 1;
hasSensors = 1;

hullLevel =    1600
weaponsLevel = 500
sensorsLevel = 1000
shieldsLevel = 500
enginesLevel = 0

weaponsEnergyReplenishRate 	= 1.5	  	// how fast can i restore my weapons energy pool
weaponPoolDiminishRate 		= 1.0		// how slowly does my weapons pool diminish

//Energy per shot
energyPerPulsePhaser = 0.05

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

// top pulse phasers1
weapon1 = "kling_tos_pulse"
weaponHardpoints1 = "hp01" "hp02" 

// top pulse phasers2
weapon2 = "kling_tos_phaser_2beam"
weaponHardpoints2 = "hp05" "hp06" "hp07" "hp08"

// top  phasers
weapon3 = "kling_tos_phaser_2beam"
weaponHardpoints3 = "hp09" "hp10" "hp11" "hp12"

// left pulse phasers
weapon4 = "kling_tos_phaser_2beam"
weaponHardpoints4 = "hp13" "hp14" "hp15" "hp16"

// right pulse phasers
weapon5 = "kling_tos_phaser_2beam"
weaponHardpoints5 = "hp18" "hp19" "hp20" "hp21"

//************************************************
// Central Ring phasers
weapon6 = "kling_tos_phaser_2beam"
weaponHardpoints6 = "hp36" "hp38" "hp40" "hp42" "hp44" "hp46" "hp48" "hp50" "hp52" "hp54" "hp56" "hp58"

// Central Ring phasers
weapon7 = "kling_tos_phaser_2beam"
weaponHardpoints7 = "hp37" "hp39" "hp41" "hp43" "hp45" "hp47" "hp49" "hp51" "hp53" "hp55" "h57" "hp59"

//************************************************
// Bottom pulse phasers
weapon8 = "kling_tos_phaser_2beam"
weaponHardpoints8 = "hp17" "hp22"

// Bottom pulse phasers
weapon9 = "kling_tos_pulse"
weaponHardpoints9 = "hp23" "hp24"

// top photons
weapon10 = "Kling_tos_battleship_photon"
weaponHardpoints10 = "hp25" "hp26" "hp27" "hp28" "hp03" "hp04"

// Hardpoints to hit for various systems and other locations.

weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp12"
shieldGeneratorTargetHardpoints = "hp29" "hp30"
sensorsTargetHardpoints = "hp31" "hp32" "hp33" "hp34" "hp35"


//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 1100

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

selfDestructRadius = 800; // this applies when our ship is destroyed - sls
selfDestructDamage = 4000; // the damage applied when we blow up - sls

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