#include "cruise2.odf"

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

tooltip = "FED_CRUISE2"
verboseTooltip = "FED_CRUISE2_V"

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

//Amount of time required to build ship
buildTime = 13.0

//Number of officers required to build this ship
officerCost = 10

//Number of crew required to build ship & Starting crew
crewCost = 250

//Dilithium Cost to build
dilithiumCost = 350

//Metal Cost to build
metalCost = 300

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 300

//This is the range in meters which the ships sensors can see (LOS)
rangeScan = 900.0f

// Hitpoints

shieldGeneratorHitPoints = 60
enginesHitPoints = 60
weaponsHitPoints = 60
lifeSupportHitPoints = 60
sensorsHitPoints = 60

//Rate at which shield recharges (points per second... we think)
shieldRate = 0.6

//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 = 
	"USS Protege" "USS Cimmeron" "USS Kodiak" "USS Iron Horse"
	"USS Patton" "USS Enforcer" "USS Knox" "USS Maryland"
	"USS Protector" "USS Ironclad" "USS Diligent" "USS Aselin"
	"USS Lexington" "USS Savior" "USS Maker"
	"USS Appalachia" "USS Columbia" "USS Gettysburg" "USS Kyushu"
	"USS Zephyr" "USS Sacramento" "USS Eureka" "USS Arcadia"
	"USS San Diego" "USS Dublin" "USS October" "USS Churchill"
	"USS Ballista" "USS Georgia" "USS Trebuchet" "USS Vambrace"
	"USS Jerusalem" "USS Bangkok" "USS Crowell" "USS Caspars"
	"USS Icarus" "USS Benevolence" "USS Trafalgar" "USS Amsterdam"
	"USS Alamo" "USS Cerberus" "USS Sierra" "USS Denver"
	"USS Budapest" "USS Cairo" "USS Wyoming" "USS Archon"

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

// Phaser
weapon1 = "fc2phas"
weaponHardpoints1 = "hp03"

// Phaser
weapon2 = "fc2phas"
weaponHardpoints2 = "hp04"

// Phaser
weapon3 = "fc2phas"
weaponHardpoints3 = "hp05"

// Tri-Cobalt Devices
weapon4 = "artlphot"
weaponHardpoints4 = "hp01"

// Tri-Cobalt Devices
weapon5 = "artlphot"
weaponHardpoints5 = "hp02"

//Warp Core Overload
weapon6 = "gwcover"
weaponHardpoints6 = "hp25"

// Hardpoints to hit for various systems and other locations.

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10"
lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" 
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp26"
shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20"
sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25"
hullTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18" "hp19" "hp20"
criticalTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" 

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

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

physicsFile = "sartilleryshipphys.odf"

//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "fed_photon"
hotkeyLabel = "HOTKEY_F8"

// ship type for formations: override the value in cruise2 (not all cruise2s are artillery)
shipType = "A"

ScaleSOD = 1.7

//ODF By Rick Knox