#include "cruise1.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Jem'Hadar Attackfighter"

//tooltips
tooltip = "Jem'Hadar Attackfighter"
verboseTooltip = "Jem'Hadar Attackfighter"

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

//Amount of time required to build ship
buildTime = 12.0

//Number of officers required to build this ship
officerCost = 9

//Number of crew required to build ship & Starting crew
crewCost = 100

//Dilithium Cost to build
dilithiumCost = 180

//Metal Cost to build
metalCost = 100

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 360

// Hitpoints

shieldGeneratorHitPoints = 75
enginesHitPoints = 55
weaponsHitPoints = 55
lifeSupportHitPoints = 55
sensorsHitPoints = 55

//Rate at which shield recharges (points per second... we think)
shieldRate = 1.6

//Maximum Value of Special Energy
maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 12

//**********************************************************************
//**********************************************************************
//SHIP NAMES

//Possible Craft Names
possibleCraftNames = 
	"Dominion Attack Craft"


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

// Phaser
weapon1 = "dophas"
weaponHardpoints1 = "hp01" "hp14"

// Photon torpedos
weapon2 = "dophot"
weaponHardpoints2 = "hp01" "hp14"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp02" "hp03" "hp06" "hp07" "hp08" "hp09" "hp11"
lifeSupportTargetHardpoints = "hp06" "hp07"
weaponsTargetHardpoints = "hp01" "hp14"
shieldGeneratorTargetHardpoints = "hp10" "hp11"
sensorsTargetHardpoints = "hp01" "hp14"
hullTargetHardpoints = "hp02" "hp03" "hp06" "hp07" "hp08" "hp09" "hp11" "hp12" "hp13"
criticalTargetHardpoints = "hp09" "hp11" "hp10" "hp11"


//**********************************************************************
//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 = 0.75f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.30f

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

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

//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "fed_phaser"
hotkeyLabel = "HOTKEY_F5"

// Change the scale

// Rescale the sod by changing the numbers below
ScaleSOD = 1.92