#include "battle2.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "GVCv Sobek"

//tooltips
tooltip = "GVCv Sobek"
verboseTooltip = "The Sobek class cruiser is the sister ship of the Deimos class crusier. It is equipped with two very poweful beam weapons as well as four flak guns, along with subspace jump technology"

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

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

//Number of officers required to build this ship
officerCost = 16

//Number of crew required to build ship & Starting crew
crewCost = 1550

//Dilithium Cost to build
dilithiumCost = 1075

//Metal Cost to build
metalCost = 1075

//Latinum Cost to build
latinumCost = 200

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 3050
maxShields = 0

//Rate at which shield recharges (points per second... we think)
healthRate = 2
shieldRate = 2

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

// Hitpoints

shieldGeneratorHitPoints = 0
enginesHitPoints = 2000
weaponsHitPoints = 2000
lifeSupportHitPoints = 2000
sensorsHitPoints = 2000

//**********************************************************************
//SYSTEM DAMAGE DISTRIBUTION
//The following section's values should add up to 100
//Percent Chance out of 100 of engines being destroyed
enginesHitPercent = 5.4f

//Percent Chance out of 100 of life support being destroyed
lifeSupportHitPercent = 0.7f

//Percent Chance out of 100 of weapons being destroyed
weaponsHitPercent = 1.8f

//Percent Chance out of 100 of shields being destroyed
shieldGeneratorHitPercent = 7.0f

//Percent Chance out of 100 of sensors being destroyed
sensorsHitPercent = 0.35f

//Percent Chance out of 100 of hull being hit (crew dying)
crewHitPercent = 0.0f

//Percent Chance out of 100 of entire ship exploding
hullHitPercent = 7.0f
//**********************************************************************

//Maximum Value of Special Energy
maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 5

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

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

//Possible Craft Names
possibleCraftNames = 
	"GVCv Sobek" 

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


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

// Phaser
weapon1 = "fsvasbyellow"
weaponHardpoints1 = "hp01"

// Phaser
weapon2 = "fsvasbyellow"
weaponHardpoints2 = "hp02"

// Phaser
weapon3 = "GTVAf2flak"
weaponHardpoints3 = "hp03" "hp04"
	
// Flak 1
weapon4 = "GTVAf2flak"
weaponHardpoints4 = "hp05"

//Flak 2
weapon5 = "GTVAf2flak"
weaponHardpoints5 = "hp06"

//Flak 2
weapon6 = "GTVAf2flak"
weaponHardpoints6 = "hp07" "hp08"

//Anti-fighter beam
weapon7 = "fsteraaa"
weaponHardpoints7 = "hp03" "hp04"

//Subspace Jump
weapon8 = "GTVAJump"
weaponHardpoints8 = "hp10"

//Self Destruct
weapon9 = "GTVAselfdes"
weaponHardpoints9 = "hp10"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp07" "hp08" "hp09"
lifeSupportTargetHardpoints = "hp10"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" 
shieldGeneratorTargetHardpoints = "hp10" 
sensorsTargetHardpoints = "hp05" "hp06" 
hullTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08"
criticalTargetHardpoints =  "hp03" "hp07"

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

//**********************************************************************
//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 = 0.55f

//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 = 1.5f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 3.0f
//**********************************************************************


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

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

//Stop killing our crew!
shieldProtection = 1.0

//Make it Bigger
//change the scale
ScaleSOD = 3.0

//physics file for all other physics stuff
physicsFile = "FS2capitalphys.odf"

//physics file for trek physics stuff
trekPhysicsFile = "FS2capitalphys.odf"