#include "destroy.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Cygnus Defender"

//tooltips
tooltip = "Cygnus Defender"
verboseTooltip = "Cygnus Defender"

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

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

//Number of officers required to build this ship
officerCost = 4

//Number of crew required to build ship & Starting crew
crewCost = 80

//Dilithium Cost to build
dilithiumCost = 130

//Metal Cost to build
metalCost = 0

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

// Hitpoints

shieldGeneratorHitPoints = 0
enginesHitPoints = 200
weaponsHitPoints = 200
lifeSupportHitPoints = 200
sensorsHitPoints = 200

//Rate at which shield recharges (points per second... we think)
shieldRate = 0

//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 = 
	"Defiant" "Valiant" "Adelphi" "Agamemnon" "Cygnus" 
//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Pulse Phaser
weapon1 = "railtec"
weaponHardpoints1 = "hp02" "hp03" "hp04"

// launch vipers
weapon2 = "railtec"
weaponHardpoints2 = "hp01"

// Special Weapon - Transient Rift
weapon3 = "ftldrive"
weaponHardpoints3 = "hp01" 


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



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

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

//**********************************************************************
//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"



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


// with no scale 1/2 of sovereign
// want 2/3 of sovereign
ScaleSOD = 1.0