Faction ODF

Download Faction Template as an ODF.

// Name used to refer to the faction in the code and scripts
name = "cardassian"

// Name displayed in the interface for this faction
displayKey = "Cardassian"

// Instant action slot, negative means not playable
instantActionSlot = 5

// Name of the interface configuration and sprite files.
interfaceConfiguration = "gui_cardassian.cfg"
interfaceSprites = "gui_cardassian.spr"

// can play in colonize planets OR collect latinum games OR CTF games
canPlayColonizePlanets = 1
canPlayCollectLatinum = 1
canPlayCaptureTheFlag = 1

// Affected by psionic insanity
affectedByPsionicInsanity = 1

// Do we commandeer or can we be commandeered
canCommandeer = 1
canBeCommandeered = 1

// Can we play in Colonize Planets OR Collect Latinum games OR Capture The Flag games
canPlayColonizePlanets = 1
canPlayCollectLatinum = 1
canPlayCaptureTheFlag = 1

// Label for officers in interface.
officerRes = "GUI_CP_BORG_OFF_RES"
officerTooltip = "GUI_RD_BORG_OFF_TOOLTIP"
officerVerboseTooltip = "GUI_RD_BORG_OFF_VTOOLTIP"

// Label for Admiral's Log creation
creationLabel = "ADM_COMMISSIONED"
recycledLabel = "ADM_DECOMMISSIONED"

// Music play list
singlePlayerMusic = ""
multiPlayerMusic = "mcarmp300.wav"

// Transporter sprite
transportSprite = "ctransport"

// How quickly this faction repairs.  Bigger is slower.
repairStrength = 9.0f

// How strong this faction is when fighting as a boarding party or
// against a boarding party.
boardingStrength = 0.75f

// When this faction as an AI will retreat from battle
retreatStrength = 0.05f//shield percentage
crewRetreatRatio = 0.10f //crew percentage

//Number of crew added to the player's pool per second per starbase
//Also used for planetary civilian populations.
crewAccumulationRate = 4.0

//The modifier for the crewAccumulationRate for a starbase if it is close to a planet
planetCrewAccumulationModifier = 1.25

// Names of the city and atmosphere textures, "" means no city or atmosphere change
// We are generic "eco nasty"
cityTextureName = "ECNA"
// Was ECNA, but we're getting rid of pollution state.
atmosphereTextureName = ""

// Atmosphere tint (ugly yellow)
// AtmosphereTint = 0.6 0.8 0.1
atmosphereTint = 1.0 1.0 1.0

// Number of cities in the city texture
numCities = 35.0

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The percentage of maximum crew complement at which the crew enters yellow status (ex. 0.75)
crewYellowStatus = 0.5

//The percentage at which the crew enters red status (ex. 0.25)
crewRedStatus = 0.25

//The multiplier for the repair time while in yellow status
repairYellow = 1.5

//The multiplier for the repair time while in red status
repairRed = 2.0

//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.5

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

//***************************
//ODF for officer upgrade for starbases
officerUpgradeODF = "cardoff"

// The things you get when you ask for minimal default units (instead of the map units)
minimalUnits1 = "cconst.odf"    // construction ship

// The things you get when you ask for standard default units (instead of the map units)
standardUnits1 = "cconst.odf"    // construction ship
standardUnits2 = "cconst.odf"    // construction ship
standardUnits3 = "cbase.odf"    // starbase
standardUnits4 = "cscout.odf"    // starbase

// The things you get when you ask for superside units (instead of the map units)
superUnits1 = "bconst.odf"    // Borg construction ship
superUnits2 = "fconst.odf"    // Federation construction ship
superUnits3 = "kconst.odf"    // Klingon construction ship
superUnits4 = "rconst.odf"    // Romulan construction ship
superUnits5 = "cconst.odf"    // Cardassian construction ship

// The things you get when you ask for capture the flag units (instead of the map units)
ctfunits1 = "ctf_fbase.odf"
ctfunits2 = "ctf_fconst.odf"
ctfunits3 = "ctf_fconst.odf"
ctfunits4 = "fscout.odf"

// Multiplayer AI behavior
// Do we transport to help our friends when not on easy
transportToFriendsOnNotEasy = 1
transportToEnemyOnHard = 0

// The Cardassians are substandard at recycling
// Recycling efficiency
recycleDilithiumFraction = .7
recycleMetalFraction = .7

// How relatively fast we mine any resource
miningRateModifier = 1.25

// What event should we use when we run out of officers?
insufficientOfficersEvent = "InsufficientCardOfficers"

// For normal and lots of resource games, we need to specify how much
// of each resource this faction should get

// NORMAL
normalDilithium = 3500
normalMetal = 2000
normalLatinum = 500
normalCrew = 1200
normalBiomatter = 500

// LOTS
lotsDilithium = 30000
lotsMetal = 30000
lotsLatinum = 30000
lotsCrew = 30000
lotsBiomatter = 5000

// Determines whether the faction can use trading
cantrade = 1;

// New Fleet Ops coding

// What can we give away using the Communications Menu
allowgivedilithium = 1
allowgivelatinum = 1
allowgivemetal = 0
allowgivebiomatter = 1
allowgivecrew = 0

// Determines if the faction can gain experience and use experience-based weapons
canGainXP = 0

// Unsure (probably preloads these units to allow quicker load times)
preloadunits0 = "fed_mediterraneanY"
preloadunits1 = "fed_mediterraneanYS"
preloadunits2 = "fed_mediterraneanZ"
preloadunits3 = "fed_mediterraneanZS"