#include "cruise1.odf"

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

//tooltips
tooltip = "Constitution Class Heavy Cruiser"
verboseTooltip = "The USS Enterprise is one of the most famed and decorated starship in Starfleets
entire history. Beginning service with Captain April in command and eventually Captain Pike, this ship
became famous when current commander Captain James Tiberious Kirk took command of the starship and
set out on a 5 year mission of exploration."

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

//Amount of time required to build ship
buildTime = 25.0

//Number of officers required to build this ship
officerCost = 8

//Number of crew required to build ship & Starting crew
crewCost = 430

//Dilithium Cost to build
dilithiumCost = 250

//Metal Cost to build
metalCost = 175

//Max Shield Strength & Begining Shield Strength <500
maxHealth = 800

// Hitpoints

shieldGeneratorHitPoints = 150
enginesHitPoints = 135
weaponsHitPoints = 140
lifeSupportHitPoints = 155
sensorsHitPoints = 135

//Rate at which shield recharges (points per second... we think)
shieldRate = 5.5

//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 = 
	"USS Enterprise"
//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Phaser 1
weapon1 = "F1701phas"
weaponHardpoints1 = "hp01" "hp03" "hp05" "hp07" "hp09"

// Phaser 2
weapon2 = "F1701phas"
weaponHardpoints2 = "hp02" "hp04" "hp06" "hp08" "hp10"

//Photon Torpedo
weapon3 = "F1701phot"
weaponHardpoints3 = "hp11"



// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27" "hp28" "hp29"
lifeSupportTargetHardpoints = "hp30" "hp31" "hp32" "hp33" "hp34" "hp35" "hp36" "hp37" "hp38" "hp39"
weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15"
shieldGeneratorTargetHardpoints = "hp40" "hp41" "hp42" "hp43" "hp44" "hp45" "hp46" "hp47" "hp48"
sensorsTargetHardpoints = "hp49" "hp50" "hp51" "hp52" "hp53" "hp54" "hp55" "hp56" "hp57"
hullTargetHardpoints = "hp58" "hp59" "hp60" "hp61" "hp62" "hp63" "hp64" "hp65" "hp66" "hp67" "hp68" "hp69" "hp70" "hp71" "hp72" "hp73" "hp74" "hp75" "hp76" "hp77" "hp78" "hp79" "hp80" "hp81" "hp82" "hp83" "hp84" "hp85" "hp86" "hp87" "hp88" "hp89" "hp90" "hp100"
criticalTargetHardpoints = "hp17" "hp18" "hp24" "hp28" "hp30"

//Shuttle Bay (If anyone wants to know) = "hp100"

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

//**********************************************************************
//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 = 0.90f

//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 0.75f

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

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

// let's make this a bit smaller
ScaleSOD = 0.6

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


//animate looped upon build
animation = 2

eventSelect = "KirkSelect"
eventAcknowledge = "KirkAcknowledge"
eventAttack = "KirkAttack"
eventStop = "KirkStop"
eventMove = "KirkMove"
eventRepair = "KirkRepair"
eventRedAlert = "KirkRedAlert"
eventTransport = "KirkTransport"