#include "battle.odf"

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Mogai' Hvei'khenn Class"
tooltip = "Mogai Class - Shield Inversion Beam"
verboseTooltip = "Designed to give the empire the ability to mass produce sturdy capable vessels.  Though not as powerful as capitol ships, the Mogai class warbird can easily stand up against other ships of its class."

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

//Amount of time required to build ship
buildTime = 80.0

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

//Number of crew required to build ship & Starting crew
crewCost = 400

//Dilithium Cost to build
dilithiumCost = 800

//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 675

//Rate at which shield recharges (points per second... we think)
shieldRate = 3.375

//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 = 
	"Devoras" "Antius" "Irix" "Mereidex"
	"Vrelnec" "J’pax" "D’ereq" "D’seret"
	"D’varian" "T’deret" "T’dir" "T’salvan"
	"S’tema" "V’ashan" "D’desedex" "D’teres" 
	"D’vinn" "V’rela" "Araram" "D’entin"   


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

// Phaser
weapon1 = "rbphas"
weaponHardpoints1 = "hp01"

// Phaser
weapon2 = "rbphas"
weaponHardpoints2 = "hp02"

// Pulse Phaser
weapon3 = "rdpulse"
weaponHardpoints3 = "hp03"

// Pulse Phaser
weapon4 = "rdpulse"
weaponHardpoints4 = "hp04"

// Phaser
weapon5 = "rbphas"
weaponHardpoints5 = "hp05"

// Phaser
weapon6 = "rbphas"
weaponHardpoints6 = "hp06"
	
// Photon Torpedo
weapon7 = "rbphot"
weaponHardpoints7 = "hp07"

// Photon Torpedo
weapon8 = "rbphot"
weaponHardpoints8 = "hp08"

// Pulse Phaser
weapon9 = "rdpulse"
weaponHardpoints9 = "hp09" "hp11"

// Phaser
weapon10 = "rdpulse"
weaponHardpoints10 = "hp10" "hp12"

// Cloaking Device
weapon11 = "grcloak"
weaponHardpoints11 = "hp99"

// Shield Inversion Field
weapon12 = "gshieldi"
weaponHardpoints12 = "hp13"

// Self Destruct
weapon13 = "gselfdes"
weaponHardpoints13 = "hp99"


// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp25" "hp26" "hp27" "hp28"
lifeSupportTargetHardpoints = "hp20" "hp21" "hp22" "hp23" "hp24"
weaponsTargetHardpoints = "hp01" "hp02" "hp99" "hp13" "hp05" "hp06"
shieldGeneratorTargetHardpoints = "hp20" "hp21" "hp22" "hp23" "hp24"
sensorsTargetHardpoints = "hp14" "hp15" "hp16" "hp17" "hp18" "hp19"
hullTargetHardpoints = "hp29" "hp30" "hp31" "hp32" "hp33" "hp34"
criticalTargetHardpoints = "hp20" "hp21" "hp22" "hp23" "hp24" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34"

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


//**********************************************************************
//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 = 1.5f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.0f
//**********************************************************************

//change the scale
ScaleSOD = 1.2

//**********************************************************************
//KEYMAP LABEL
keymapLabel = "rom_battle"
