#include "destroy.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Skirmish Star Class"

//tooltips
tooltip = "Skirmish Star Class"
verboseTooltip = "A Colonial Support Ship with the fire power of a battlestar, but without fighter capabilities.."

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

//Amount of time required to build ship
buildTime = 20.0

//Number of officers required to build this ship
officerCost = 3

//Number of crew required to build ship & Starting crew
crewCost = 400

//Dilithium Cost to build
dilithiumCost = 700

//Metal Cost to build
metalCost = 100

//Max Shield Strength & Begining Shield Strength <9900
maxHealth = 1890

// don't use the horrible old % crew loss on damage
saneCrewLossMethod = 1

// Hitpoints

shieldGeneratorHitPoints = 0
enginesHitPoints = 1700
weaponsHitPoints = 1800
lifeSupportHitPoints = 2000
sensorsHitPoints = 1700

//Maximum Value of Special Energy
maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10

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

//Possible Craft Names
possibleCraftNames = 
	 "Battlestar Atlantia" "Battlestar Columbia" "Battlestar Rycon" "Battlestar Acropolis" 
"Battlestar Triton" "Battlestar Pacifica" "Battlestar Bellerephon  "Battlestar Cerberus"
"Battlestar Olympia" "Battlestar Valiant" "Battlestar Argo" "Battlestar Valkyrie"

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

// Pulse Phaser
weapon1 = "railtec"
weaponHardpoints1 = "hp01"

weapon2 = "bspulse1"
weaponHardpoints2 = "hp02" "hp13" "hp10" "hp08" "hp11" 

//Self Destruct
weapon3 = "gselfdes"
weaponHardpoint3 = "hp05"

// Special Weapon - Transient Rift
weapon4 = "ftldrive"
weaponHardpoints4 = "hp01"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp26" "hp27" "hp28"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp20" "hp14" "hp15"
hullTargetHardpoints = "hp06" "hp08" "hp10"  "hp12" "hp14" "hp16" "hp18" "hp20" "hp22"
criticalTargetHardpoints = "hp07" "hp09" "hp11" "hp13" "hp17" "hp19" "hp21" "hp23"


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

// Brian additions for context sensitive menus
builder_ship = 1
transporter = 0
SHOW_MOVEMENT_AUTONOMY = 1
SHOW_SW_AUTONOMY = 1
can_repair = 1


// So it recomputes the rally point.
alwaysRecomputeRallyPoint = 1

// with no scale 1/2 of sovereign
// want 2/3 of sovereign
ScaleSOD = 0.60
