#include "station.odf"

//**********************************************************************
//MAIN DESIGN PARAMETERS

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Deep Space 9"
tooltip = "Deep Space 9"
verboseTooltip = "The most heavily armed fortress in the Alpha Quadrant."

//This ship is a hero.
isHero = 1

//Ship label provided because this is a unique ship.
label = "Deep Space Nine"

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

//Amount of time required to build ship
buildTime = 200.0

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

//Number of crew required to build ship & Starting crew
crewCost = 150

//Number of maximum crew (only specified if different from crewCost)
maximumCrew = 1500

//The number of crew added to the capacity
maxCrewGain = 3000

//Dilithium Cost to build
dilithiumCost = 2000

//Metal cost to build
metalCost = 2000

//Number of Officers starbase gives by default
officerGain = 0

//Maximum number of officer quarters
maximumUpgrades = 6

//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 10000

//Rate at which shield recharges (points per second... we think)
shieldRate = 5.0

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

// Rate at which latinum is transfered from freighters
latinumTransferRate = 15.0

//Possible Craft Names
possibleCraftNames = "Deep Space 9" "Terok Nor" "Empok Nor" 

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

// phaser inerring
weapon1 = "fbphas"
weaponHardpoints1 = "hp23" "hp26"

// photon inerring
weapon2 = "fbquan"
weaponHardpoints2 = "hp40" "hp42" "hp46" "hp48"

// phaser upper pilons
weapon3 = "fbphas"
weaponHardpoints3 = "hp25" "hp22" 

// photon upper pilons
weapon4 = "fbquan"
weaponHardpoints4 = "hp39" "hp43" "hp45" "hp49"  

// photon upper pilons
weapon5 = "fbphas"
weaponHardpoints5 = "hp38" "hp41" hp"44" "hp47" 

// phaser upper pilons
weapon6 = "fbquan"
weaponHardpoints6 = "hp27" "hp24" 

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp28"
lifeSupportTargetHardpoints = "hp30" "hp31" "hp32" "hp33"
weaponsTargetHardpoints = "hp19" "hp21" "hp20"
shieldGeneratorTargetHardpoints = "hp28"
sensorsTargetHardpoints = "hp29"
hullTargetHardpoints = "hp34" "hp35" "hp36" "hp37"
criticalTargetHardpoints = "hp28"

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

//**********************************************************************
//Construction Parameters
buildItem0 = "fdanube"
buildItem1 = "fdestroy"




//Hardpoint location for building.
buildHardpoint = "hp17"

//repair
repairhardpoint = "hp01"
//**********************************************************************
//**********************************************************************
//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 = 1.0f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 2.00f


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

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.5f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.5f
//**********************************************************************



//**********************************************************************
//SYSTEM HITPOINTS

// Hitpoints

shieldGeneratorHitPoints = 5000
enginesHitPoints = 0
weaponsHitPoints = 5000
lifeSupportHitPoints = 5000
sensorsHitPoints = 5000
//**********************************************************************


//**********************************************************************
//SYSTEM DAMAGE DISTRIBUTION
//The following section's values should add up to 100

//Percent Chance out of 100 of life support being destroyed
lifeSupportHitPercent = 5.0f

//Percent Chance out of 100 of weapons being destroyed
weaponsHitPercent = 7.5f

//Percent Chance out of 100 of shields being destroyed
shieldGeneratorHitPercent = 7.5f

//Percent Chance out of 100 of sensors being destroyed
sensorsHitPercent = 7.5f

//Percent Chance out of 100 of hull being hit (crew dying)
hullHitPercent = 70.0f

//Percent Chance out of 100 of entire ship exploding
criticalHitPercent = 2.5f
//**********************************************************************



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

eventSelect = "StarbaseSelect"
eventAcknowledge = "StarbaseAcknowledge"
eventAttack = "StarbaseAttack"
eventDecommission = "StarbaseDecommission"


//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS

//Runtime class label for instantiation of object.
classLabel = "shipyard"

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


//**********************************************************************
// Brian additions for context sensitive menus
alert = 1
combat = 1
builder_ship = 1
transporter = 1
SHOW_MOVEMENT_AUTONOMY = 1
SHOW_SW_AUTONOMY = 1

//KEYMAP LABEL
keymapLabel = "starbase"

baseName = "newds9"

scaleSod = 1.5f
