#include "battle.odf"

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

//tooltips
tooltip = "Highlander Class"
verboseTooltip = "small Federation Dreadnought"

//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 = 14

//Number of crew required to build ship & Starting crew
crewCost = 500

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

//Dilithium Cost to build
dilithiumCost = 600

//Metal Cost to build
metalCost = 400

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 850

// Hitpoints

shieldGeneratorHitPoints = 150
enginesHitPoints = 150
weaponsHitPoints = 150
lifeSupportHitPoints = 150
sensorsHitPoints = 150

//Rate at which shield recharges (points per second... we think)
shieldRate = 15

//Maximum Value of Special Energy
maxSpecialEnergy = 1000

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

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

//Possible Craft Names
possibleCraftNames = 
	"USS Saratoga" "USS Rand" "USS Faithful" "USS Archangel"
	"USS Atlas" "USS Legacy" "USS Challenger" "USS Justice" 
	"USS Integrity" "USS Alexandra" "USS Endurance" "USS Midway"
	"USS Majestic" "USS Hyperion" "USS Avatar" "USS Avalon"
	"USS Horizon" "USS Nimitz" "USS Aries" "USS Leviathan"
	"USS Sentinel" "USS Tiberius" "USS Odin" "USS Providence"
	"USS Formidable" "USS Destiny" "USS Tempest" "USS Cavalier"
	"USS Yamato" "USS Calabria" "USS Coburn" "USS Hickey" "USS Hope"

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

// phaser
weapon1 = "fbphas"
weaponHardpoints1 = "hp01" "hp05" 

// Photon torpedos
weapon2 = "fbattlephot"
weaponHardpoints2 = "hp11"

// Photon torpedos
weapon3 = "fbattlephot"
weaponHardpoints3 = "hp12"

// Towing Beam
weapon4 = "gtracbm"
weaponhardpoints4 = "hp09"

// phaser
weapon5 = "fbphas"
weaponHardpoints5 = "hp02" "hp06" 

// phaser
weapon6 = "fbphas"
weaponHardpoints6 =  "hp07" "hp03" 



// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp20" "hp21" "hp22" "hp23" "hp04"
lifeSupportTargetHardpoints = "hp28" "hp29" "hp30" "hp04" "hp05" "hp01" "hp06" "hp03"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp05" "hp06" "hp07" "hp08" 
				"hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17" "hp18"
shieldGeneratorTargetHardpoints = "hp08" "hp07" "hp02" "hp05" "hp28" "hp30"
sensorsTargetHardpoints = "hp10" "hp09" "hp08" "hp04"
hullTargetHardpoints = "hp04" "hp15" "hp20" "hp28" "hp30" "hp24"
criticalTargetHardpoints = "hp24" "hp25" "hp26" "hp27"

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

//**********************************************************************
//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 = 0.50f

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

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


//change the scale
ScaleSOD = 2.0

//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "fed_battle"
hotkeyLabel = "HOTKEY_F4"

