// misc config stuff

HalloweenSpecial
{
	starting_money = 20000
	Difficulty_easy
	{
		ScoreFactor = 0.75
		SpeedFactor = 0.80
		PlayerSpeedFactor = 1.15
		EnemyHitpointFactor = 0.75
		DamageCausedFactor = 0.75
		GoldStealing_Factor = 0.75
		RespawnPriceFactor = 0.75
	}
	Difficulty_normal
	{
		ScoreFactor = 1.0
		SpeedFactor = 1.0
		PlayerSpeedFactor = 1.15
		EnemyHitpointFactor = 1.0
		DamageCausedFactor = 1.0
		GoldStealing_Factor = 1.0
		RespawnPriceFactor = 1.0
	}
	Difficulty_hard
	{
		ScoreFactor = 1.25
		SpeedFactor = 1.15
		PlayerSpeedFactor = 1.15
		EnemyHitpointFactor = 1.1
		DamageCausedFactor = 1.1
		GoldStealing_Factor = 1.25
		RespawnPriceFactor = 1.1
	}
	Difficulty_nightmare
	{
		ScoreFactor = 1.5
		SpeedFactor = 1.25
		PlayerSpeedFactor = 1.15
		EnemyHitpointFactor = 1.2
		DamageCausedFactor = 1.2
		GoldStealing_Factor = 1.4
		RespawnPriceFactor = 1.2
	}
}

// related to realism settings
RealismSettings
{
	//speed_base = min ship speed
	//wind push = how much the wind pushes the ships 
	//head wind = how much sailing upwind affects the speed of the ship	
	
	//Arcade	
	speed_base_arcade = 0.03
	wind_push_arcade = 0.3
	headwind_arcade = 0.4
	
	//Normal
	speed_base_normal = 0.02
	wind_push_normal = 0.6
	headwind_normal = 0.8
	
	//Simulation	
	speed_base_simulation = 0.01	
	wind_push_simulation = 1.0
	headwind_simulation = 1.0

}

//Game speeds for tactical
TacticalSpeed
{
	speed1 = 1.0
	speed2 = 2.0
	speed3 = 4.0
}

// stuff related to cannonballing
CannonBallManager
{
	// cannonball fly speed, original value is 0.00075
	ball_speed			= 0.00075


	// damages (variances are _added_ to base values)
	// f.ex if base is 15 and variance is 5 result will be between 15 and 20, mmkay)
	// these are for NORMAL difficulty level	

	// original values
	// ball_damage_hull_base	= 20
	// ball_damage_hull_variance	= 20
	// ball_damage_sails_base	= 9
	// ball_damage_sails_variance	= 9
	// ball_damage_crew_base	= 6
	// ball_damage_crew_variance	= 1

	ball_damage_hull_base		= 10
	ball_damage_hull_variance	= 10
	ball_damage_sails_base		= 5
	ball_damage_sails_variance	= 5
	ball_damage_crew_base		= 0.7
	ball_damage_crew_variance	= 1.2

	// modifiers for light / heavy cannons
	ball_damage_cannon_light	= 0.9
	ball_damage_cannon_heavy	= 1.1


	// difficulty modifiers easy/hard

	// at EASY player does more damage, AI does less
	difficulty_player_shoots_easy	= 1.0
	difficulty_AI_shoots_easy	= 0.8

	// at HARD player does less damage, AI does more
	difficulty_player_shoots_hard	= 0.8
	difficulty_AI_shoots_hard	= 1.0


	// ball range factors, base value is range from shiptypes.txt
	ball_range_solid		= 1.0
	ball_range_fire			= 1.0
	ball_range_chain		= 0.8
	ball_range_grape		= 0.33

	// modifiers for light / heavy cannons
	ball_range_cannon_light		= 0.9
	ball_range_cannon_heavy		= 1.1


	// ball spread, 0 = no, 0.5 = a lot
	ball_spread_narrow		= 0.1
	ball_spread_normal		= 0.17
	ball_spread_wide		= 0.30
	
	// this value is added to above values when balltype is grape
	ball_spread_grape_bonus		= 0.15


	// propellerhead stuff goes below


	// for a single cannonball:
	// destination is adjusted this many meters towards target ship pivot AKA auto-aim
	accuracy_adjust			= 9.0
	// variance in shot lenghts (m)
	length_variance			= 100.0
	// variance in shot directions
	dir_distribution		= 5.0
	
	// auto-aim: correct cannondirs max this much towards assumed target ship
	dc_max_correction		= 14.0
	rts_max_correction		= 11.0
	
	
	//DC Fire fields (in degrees)
	dc_fieldoffire_narrow = 10.0
	dc_fieldoffire_normal = 20.0
	dc_fieldoffire_wide = 25.0

	// Damage factors
	damage_from_light_cannon = 50.0
	damage_from_medium_cannon = 60.0
	damage_from_heavy_cannon = 80.0
	damage_range = 30.0
	
	//Cannon wear. When firing cannons they get a decrease in condition (condition max = 100) 
	//( min < max)! keep the values under 200
	cannon_wear_min = 0.0
	cannon_wear_max = 2.0
	
}