#include "battle.odf"

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

//tooltip = "Armada Class"
//verboseTooltip = "This ship is based on the Sovereign class starship but with less weapons it was made in the dominion war because the Sovereign class had such a long build time so they built the Armada Class"

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

//Amount of time required to build ship
buildTime = 60.0

//Number of officers required to build this ship
officerCost = 7

//Number of crew required to build ship & Starting crew
crewCost = 650

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

//Dilithium Cost to build
dilithiumCost = 1000

//Metal Cost to build
metalCost = 100

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 1200

healthRate = 32.5

// Hitpoints

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

maxShields = 1700

//Rate at which shield recharges (points per second... we think)
shieldRate = 65.0

//Shield absorbs all damage until it's gone
shieldProtection = 1.0

//Maximum Value of Special Energy
maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 15

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

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

//Possible Names for the Class
possibleCraftNames = "USS Aeon" "USS Faithful" "USS Atlas" "USS Legacy" "USS Justice" "USS Integrity" "USS Vigilant" "USS Alexandra" "USS Yorktown" "USS Saratoga" "USS Majestic" "USS Dasheter" "USS Akagi" "USS Star Empire" "USS James Kirk" "USS Archangel" "USS Endurance" "USS Hyperion" "USS Avatar" "USS Octavian"


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

//Phaser
weapon1 = "fgphas"
weaponHardpoints1 = "hp02"

//Phaser
weapon2 = "fgphas"
weaponHardpoints2 = "hp03" "hp10"

//Phaser
weapon3 = "fbphot"
weaponHardpoints3 = "hp04" "hp11"

// Photon torpedos
weapon4 = "farquant"
weaponHardpoints4 = "hp04" "hp05" "hp06" "hp07"

//Corbimite Reflector
weapon5 = "hcorbom"
weaponHardpoints5 = "hp05" "hp06" "hp07"

//Self Destruct
weapon6 = "gselfdes"
weaponHardpoints6 = "hp05" "hp06" "hp07"

//Cloaking Device
weapon7 = "gkcloak"
weaponHardpoints7 = "hp04"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp09" "hp10" "hp11" "hp12"
lifeSupportTargetHardpoints = "hp13" "hp14"
weaponsTargetHardpoints = "hp13" "hp14"
shieldGeneratorTargetHardpoints = "hp13" "hp14"
sensorsTargetHardpoints = "hp13" "hp14"
hullTargetHardpoints = "hp09" "hp10" "hp11" "hp12" "hp13" "hp14"
criticalTargetHardpoints = "hp11" "hp12" "hp13" "hp14"
//**********************************************************************

//**********************************************************************
//SYSTEM HITPOINTS
//These values are the hitpoint values of the systems
//If the value is set to zero the ship does not have that system
enginesHitPoints = 20
lifeSupportHitPoints = 20
weaponsHitPoints = 20
shieldGeneratorHitPoints = 20
sensorsHitPoints = 20
//**********************************************************************
 


//**********************************************************************
//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 = 1.00f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.60f
//**********************************************************************


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



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

//change the scale
ScaleSOD = 1.6


