#include "B_entclass_battleship.odf"
#include "Repair_borgent.odf"

//**********************************************************************
//   GENERAL STUFF...
//**********************************************************************
// Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Tactical Cube 1"

// Tooltips
tooltip = "b_cube1_class"
verboseTooltip = "b_cube1_class_v"

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

basename = "B_ent_cube"

//Energy per shot
energyPerPulsePhaser = 0.01

// points per second we can repair (including HULL)
repairRate = 100.0

photonHullDamageReduction = 0.50

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

// General (upgradeable) values the Player sees for each system
hullLevel    = 1400
weaponsLevel = 1300
sensorsLevel = 1100
enginesLevel =  200
shieldsLevel =    0
hasShields = 0


// WEAPON values
numberOfPhaserBeams = 4
numberOfForePhotons = 6
photonSpread = 1
//forePhotonSpread = 1
numberOfAftPhotons = 0
//aftPhotonSpread = 0

// COMMAND POINT COST
commandPointCost = 9000
startYear = 2160
endYear   = 2250

// global WEAPON values
photonReplenishRate 		= 2.8    	// how fast can i restore my photons
weaponsEnergyReplenishRate 	= 1.5  	// how fast can i restore my weapons energy pool
weaponPoolDiminishRate 		= 1.3		// how slowly does my weapons pool diminish
energyPerPhoton			= 0.0		// how much energy expended when firing a photon torpedo

//**********************************************************************
//   SHIP NAMES
//**********************************************************************
possibleCraftNames = 
	"C954-16743" "C954-39652" "C954-56718" "C954-46577"
	"C954-58648" "C954-13448" "C954-79719" "C954-10868"
	"C954-35844" "C954-53388" "C954-73544" "C954-63384"
	"C954-92344" "C954-74597" "C954-76587" "C954-71577"
	"C954-25962" "C954-16475" "C954-59871" "C954-24635"
	"C954-44575" "C954-95682" "C954-06764" "C954-36691"

//**********************************************************************
//   ART PARAMETERS & WEAPON NAMES
//**********************************************************************
// Phaser
weapon1 = "borg_ent_phaser_1beam"
weaponHardpoints1 = "hp01" "hp04" "hp07" "hp10" "hp20"
	
// Phaser
weapon2 = "borg_ent_phaser_1beam"
weaponHardpoints2 = "hp02" "hp05" "hp08" "hp11" "hp23"

// Phaser
weapon3 = "borg_ent_phaser_1beam"
weaponHardpoints3 = "hp03" "hp06" "hp09" "hp12" "hp18"

// Phaser
weapon12 = "borg_ent_phaser_1beam"
weaponHardpoints12 = "hp13" "hp16" "hp14" "hp17" "hp15"

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

// Photon Torpedo
weapon4 = "borg_ent_battleship_photon"
weaponHardpoints4 = "hp20" "hp01" "hp04" "hp07" "hp10" "hp13" "hp16"

// long range sensor
weapon5 = "long_range_sensor"
weaponHardpoints5 = "hp06"

// tractor beam
weapon6 = "f_tractor_bm"
weaponHardpoints6 = "hp24" 

// Warp
weapon7 = "gwarp"
weaponHardpoints7 = "hp15"

//Self Destruct
weapon8 = "gselfdes"
weaponHardpoints8 = "hp16"

// Phaser
weapon9 = "borg_ent_longpulse"
weaponHardpoints9 = "hp01" "hp04" "hp07" "hp10" "hp13" "hp16" 
	
// Phaser
weapon10 = "borg_ent_longpulse"
weaponHardpoints10 = "hp02" "hp05" "hp08" "hp11" "hp14" "hp17"

// Phaser 
weapon11 = "borg_ent_longpulse"
weaponHardpoints11 = "hp03" "hp06" "hp09" "hp12" "hp15" "hp18"

// Hardpoints to hit for various systems and other locations.
EngineTargetHardpoints = "hp01"
WeaponTargetHardpoints = "hp16"
//ShieldTargetHardpoints = "hp21"
SensorTargetHardpoints = "hp06"

// Sub-System Destruction Effects
EngineDestructionHardpoints = "hp01"
WeaponDestructionHardpoints = "hp16"
//ShieldDestructionHardpoints = "hp21"
SensorDestructionHardpoints = "hp06"

//**********************************************************************
//   CHANGE THE SCALE
//**********************************************************************
realLength = 700

cameraRadiusScale = 1.7
pivotRadiusScale = 2.0

//**********************************************************************
//   SHIELDS AND DAMAGE
//**********************************************************************
//Cube I, generated Mon Dec 16 15:42:02 2002
hasHull = 1;

hasShield = 0;
hasWeapons = 1;
hasEngines = 1;
hasSensors = 1;

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

damageModelSizeModifier = 3

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

PhysicsFile = "class_borg_battleship_physics.odf";

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


