FT2 Game Profile

Version 1.1
Author Tim Jones, Joachim Heck
Date 6th June 1998
Status Approved

Introduction

Prerequisites

Readers are required to read and use as a reference the Ground Zero Format GZF Standard version 1.0. The GZF standard describes the basic formatting rules to be followed within a GZF compliant file and describes the notation that this document uses to define the Full Thrust FT game profile rules. The GZF standard contains a description of the general concepts within a GZF file and their general application. A working knowledge of its contents is prerequisite to understanding the FT profile.

Scope

This document describes file encoding rules for the transfer of FT game data between players and applications. The encoding is known as a game profile. The game profile attempts to describe various models that can be used to hold game state and system design information in a common way.

From the GZF standard the concepts of block-types are used to describe the important elements in an FT game. This as always is a matter of data abstraction, which is reducing a game object, to those essential parts, which are required for playing and designing in the FT universe. The FT game profile also adds user defined fields to the GZF header block.

Association

This profile expands the concept of component association. This is the way that a contains relationship is modelled in the file format, for example an A-Battery is a component of a Ship as the Ship contains the A-Battery. This component relationship is modelled by the association of different block-types in the file or by a foreign key field.

Association by simple file order, is for absolute relationships, where there is no ambiguity in the association. As block-type B follows block-type A in the file, and these two block types have a defined absolute component relationship, then block A always contains block B.

Example

Ship:    EUS Huron
System:  A-Battery
System:  Sensors

Ship:    EUS Reliant

In this example, the relationship is defined that a Ship block type has an absolute component association to a Weapon block type and a System block type. All blocks that are of the required types following the Ship block are always interpreted as components of the Ship. The association continues until a non associated record is encountered (in the example another Ship block) or the end of the file. The one exception where the absolute association does not apply is when the component blocks appear before the owning block types. This allows for the case when weapons and systems can be defined as a generality and not in association with a specific ship instance.

The second form of component relationship is an optional relationship and this is modelled by the component block having a field that identifies an associated block( a foreign key field). As the relationship is optional the field may or may not exist or point to an actual associated block.

Example

Ship:   Bogey 1
Fleet:  Unknown

In this example the Ship has optional relationship with the Fleet block. In this case we don't know which fleet the bogey is in so the field doesn't point to an actual Fleet block.

The ordering of blocks is only mandated in the GZF standard for the header block to be the first block in the file. The FT profile expands this concept with suggestions of what should be a logical block ordering within an FT profile. Although these are not hard and fast rules they are strong recommendations. The recommended block order is the same as the order of the block specifications that follow.

In each block specification the first field is always the block type identifier and must be the first field in the block. All field names and defined field-body values are case insensitive. All field names and defined field body values are spelling sensitive. Spelling of common words will accept America and British English spellings and any parser must cope with both. This is the list of known exceptions:

American English British English
Armor
Armour

 

 

 

GZF User Defined Extensions

This profile adds two user-defined extensions to the GZF header block.

universe = "Universe" ":" universe-name ; describes a universe extension eg Babylon 5
universe-version = "Universe-Version" ":" version-number ; universe version
universe-name = ( "Full Thrust" / "Babylon 5" / "Star Trek TOS"
/ "Star Trek TNG" / "Star Wars" / "Honor Harrington"
/ "Battlestar Galactica" / "Anime" / user-defined-universe )
; universe name the default is Full Thrust
user-defined-universe = <Any agreed universe extension name which will supply additional values for other fields in the game profile>  

 

General Field Descriptions

This section defines some common fields and data definitions which are used in the specific block field definitions

sign = ("+" / "-")  
exponent = ("e" / "E")  
integer = [*LWSP-char] [sign]1*DIGIT [*LWSP-char] ; whole number no decimal point
efloat = [*LWSP-char]
([sign][*DIGIT] "." [*DIGIT]exponent[sign]*DIGIT) [*LWSP-char]
; decimal form if over 6 figures
float = [*LWSP-char]
([sign][1*6DIGIT]"."[1*2DIGIT]) [*LWSP-char]
; decimal form if 6 figures or less
clock = [*LWSP-char] 1*2DIGIT [*LWSP-char] ; 1 - 12 clock course facing
arc = ("A" / "F" / "P" / "S") ; Aft, Forward, Port and Starboard arc designations
firing-arc = "Firing-Arc" ":" [*LWSP-char] 1#arc ; firing arcs
turn-direction = ("P" / "S") ;Port or Starboard
acceleration-order = sign integer ; +1 -2
turn-order = integer turn-direction ; 1P 1S
move-order = #(acceleration-order / turn-order) ; movement orders list zero or more order elements
; are supported, orders are evaluated left to right to
; allow flexibility when the actual ability of a ship may
; not be known in advance
; 1P 1S +3
; +2 1S +3
mass = "Mass" ":" integer ; mass can be vague or omitted
cost = "Cost" ":" integer ; point cost
course = "Course" ":" clock ; course as a clock facing 1 - 12
velocity = "Velocity" ":" integer ; speed in game units
position = position-x
position-y
; position in space or on the board
position-x = "Position-X" ":" (efloat / float) ; position in standard Cartesian space where +ve x
; is to the right and +ve y is up
position-y = "Position-Y" ":"  
bounds = low-x
low-y
high-x
high-y
; bounding box or area
low-x = "Low-X" ":"(efloat / float) ; lower corner of bound in standard Cartesian space
low-y = "Low-Y" ":"(efloat / float)  
high-x = "High-X" ":"(efloat / float) ; higher corner of bound in standard Cartesian space
high-y = "High-Y" ":"(efloat / float)  
check-box = ("O" / "-") ; generic check box O (letter 'O') unchecked
; - checked
check-row = 1*check-box ; row of check boxes
launch-status = ("Launched" / "Docked") ; Launched and Docked refer to bays or ships at bases
activity-status = ("Active" / "Inactive") ; this refers to whether a system is on or off
damage-status = ("Damaged" / "Repaired" / "Destroyed")

; Damaged systems can be Repaired, Destroyed systems
; can't be Repaired. Repaired systems cannot be
; Damaged only Destroyed

status = 1#(activity-status / launch-status / damage-status) ; the status can be any combination of the status elements
; but at least one must be specified and duplicates are
; meaningless
capacity = "Capacity" ":" integer ; systems current capacity usually energy
log = "Log" ":" text ; free format text about what happened
; convention is one entry per line following the rules
; for folded fields
fleet = "Fleet" ":" text ; fleet name e.g. Earth Alliance
carrier = "Carrier" ":" text ; carrier name
pilot-quality = "Pilot-Quality" ":" [*LWSP-char] ("Ace" / "Turkey") ; fighter pilot quality
fighter-type = "Fighter-Type" ":" [*LWSP-char]
(([("Fast" / "Heavy" / "Long Range") SPACE ]
("Interceptor" / "Attack" / "Torpedo" ))
/ "Drone Pod")
; fighter type the default is a standard fighter type
user-defined-system = <Any agreed universe system name>  
class = "Class" ":" text ; vessel class e.g. OMEGA
hull-type = "Hull-Type" ":" [*LWSP-char] ("Military" / "Civilian" ) ; ship hull type e.g. Military
captain = "Captain" ":" text ; commander eg Ludo Toen
power-factor = "Power-Factor" ":" integer ; bio-technology power factor
biocapacitor = "Biocapacitor" ":" integer ; bio-technology power capacitor
screen-power = "Screen-Power" ":" integer ; bio-technology screen power allocation
weapon-power = "Weapon-Power" ":" integer ; bio-technology energy weapon power allocation
armour/armor = ("Armour" / "Armor") ":" [*LWSP-char] ("Level 1" / "Level 2") ; hull armour/armor level
orders = "Orders" ":" text ; orders for fighter groups, weapons for example
; free format
damage-track = "Damage-Track" ":" [*LWSP-char] 1#check-row ; ships damage track e.g. O undamaged - damaged
; eg ---- -OOO OOOO OOOO

 

Scenario Block

scenario-block =

scenario
turn
[scenario-location]
[scenario-date ]
[scenario-extent ]
[log]
*CRLF

; scenario meta data the embellishments are
; optional
scenario = "Scenario" ":" text ; scenario title e.g. A Call To Arms
turn = "Turn" ":" integer ; turn number, 0 is by convention the setup turn
scenario-location = "Location" ":" text ; location e.g. Wolf 359
scenario-date = "Date" ":" text ; date e.g. Stardate 3511.2
scenario-extent = "Extent" ":" bounds ; scenario bounds if applicable

Example

Scenario:  Playing With Fire
Turn:      9
Location:  Mars
Date:      2257

 

Fleet Block

fleet-block = fleet
admiral
[morale]
[log]
*CRLF
; fleet meta data, membership is in a ship-block
; attribute
admiral = "Admiral" ":" text ; admiral's name e.g.. John Sheridan, JS@b5.com
morale = "Morale" ":" integer "%" ;fleet morale level as percentage of fleet remaining
; eg 100% is highest possible morale

Example

Fleet:    Earth Alliance
Admiral:  Clarke, traitor@scum.com
Morale:   60%

Fleet:    Shadow
Admiral:  Morden, shadow@everywhere.com
Morale:   100 %

 

Ship Block

ship-block = ship
[class]
[hull-class]
[hull-type]
[streamlining]
[mass]
[cost]
[captain]
[fleet]
[status]
[course]
[velocity]
[position]
[power-factor]
[biocapacitor]
[thrust-power]
[screen-power]
[weapon-power]
[armour]
[movement-orders]
[orders]
thrust-rating
damage-track
[log]
*CRLF
[*system-block]
; ship information followed by on board ;
; components. The ship status and ship
; design can be represented by the use of appropriate
; fields
ship = "Ship" ":" [text] ; ship id and or name eg EAS Theseus
hull-class = "Hull-Class" ":" [*LWSP-char]
("Q Ship" / "Merchant" / "Escort" / "Cruiser"
/ "Capital" / "Supership" / "Q Supership")
; ship hull class groups
streamlining = "Streamlining" ":" [*LWSP-char]
("None" / "Partially" / "Fully")
; hull streamlining quality
thrust-power = "Thrust-Power" ":" integer ; bio-technology thrust power allocation
movement-orders = "Move" ":" [*LWSP-char] move-order ; ships movement orders eg 1P +2 1S
thrust-rating = "Thrust-Rating" ":" integer ; ships current thrust rating eg 6

Example

Ship:           EAS Theseus
Class:          Omega
Captain:        Ludo Toen, Ludo.Toen@no.uce
Fleet:          Earth Alliance
Position-X:     79.1
Position-Y:     23.4
Velocity:       4
Course:         4
Mass:           90
Thrust-Rating:  2
Damage-Track:   --------- --------- --------- ---000000
Move:           1S -1
Orders:         Launch Rudel Group 
                Launch Baker Group
Log: 3 damage pts from Coeus turn 2
     2 damage pts from Montana turn 4

 

System Block

Systems are the general term for the equipment on the ship. Weapons are a subclass of a ship's systems in that they have firing arcs and can cause damage. It is recommended that the weapons systems are grouped together.

system-block = system
[firing-arc]
[cost]
[mass]
[status]
[capacity]
[fighter-type]
[pilot-quality]
[orders]
[log]
*CRLF
;firing-arc only applies to systems of weapon-type
;fighter-type and pilot-quality only applies to a
;Fighter Bay system
system = "System" ":" [*LWSP-char] ( weapon-type / system-type) ; the type of system
weapon-type = ("AA MegaBattery" / "A Battery" / "B Battery
/ "C Battery" / "Needle Beam" / "1 Railgun" / "2 Railgun"
/ "3 Railgun" / "Energy Pulse" / "Ortillery"
/ "PDAF" / "ADAF" / "Pulse Torpedo"
/ "Submunition Pack" / "Scattergun"
/ "Missile" / "EMP Missile" / "Needle Missile" / "Minelayer"
/ "Minesweeper" / "Wave Gun" / "Nova Cannon"
/ user-defined-system)
 
system-type = ("FTL" / "FireCon" / "Screen Generator" / "Reflex Field"
/ "Cloaking Field" / "Enhanced Sensors"
/ "Superior Sensors" / "Individual ECM" / "Area ECM"
/ "Damage Control Party" / "Fighter Bay" / "Dropship Bay"
/ "Weasel" / "Drone" / "Dock" / user-defined-system)
 

Example

System:      3 Railgun
Firing-Arc:  F
Status:      Inactive Damaged

System:      C Battery
Firing-Arc:  P A S
Status:      Active Repaired
Log:         1 damage pt on Dionysus

System:    Enhanced Sensors
Status:    Active

System:    FTL
Capacity:  6
Status:    Inactive

System:         Fighter Bay
Fighter-Type:   Fast Interceptor
Pilot-Quality:  Ace
Status:         Launched Destroyed
Log:            Launched turn 6

 

Fighter-Group Block

The fighter-group block is used to describe a launched fighter group.

fighter-block = fighter-group
craft
position
[course]
[velocity]
[fighter-type]
[pilot-quality]
[endurance]
[status]
[carrier]
[orders]
[log]
*CRLF
 
fighter-group = "Fighter-Group" ":" text ; fighter group identifier eg SQR63
craft = "Craft" ":" [*LWSP-char] 6#check-box ; number of remaining fighter craft in group
endurance = "Endurance" ":" [*LWSP-char] 3#5check-box ; active endurance remaining 0 remaining - expended

Example

Fighter-Group:  Rudel
Craft:          - - - - 0 0
Type:           Heavy Attack
Quality:        Ace
Position-X:     53.0
Position-Y:     35.0
Endurance:      - - 0
Carrier:        EAS Theseus

 

Launched System Block

This is used to represent any system that has been launched from the carrying ship, this may be for example a missile, mine or nova-cannon

launched-block = launched-system
launched-type
position
[course]
[velocity]
[status]
[detection-range]
[endurance]
[carrier]
[orders]
[log]
*CRLF
 
launched-system = "Launched-System" ":" text ; launched system identifier eg M19
launched-type = "Type" ":" [*LWSP-char] ("Missile" / "EMP Missile"
/ "Needle Missile" / "Nova Cannon" / "Mine" / "Drone"
/ user-defined-system)
; type of system launched
detection-range = "Detection-Range" ":" integer ; use as blast radius for a Nova Cannon shell or a
; mine's detection range,

Example

Launched-System: Ms-1
Type:            EMP Missile
Position-X:      60.0
Position-Y:      73.9
Course:          12
Detection-Range: 6
Endurance:       - 0 0

Launched-System: Mi-9
Position-X:      60.0
Position-Y:      73.9
Detection-Range: 3

 

Base Block

This is used for a base installation. It may be a simple self contained unit or composed of Base Sectors.

base-block = base
[class]
[hull-type]
[mass]
[cost]
[captain]
[fleet]
[status]
[course]
[velocity]
[position]
[power-factor]
[biocapacitor]
[screen-power]
[weapon-power]
[armour]
[damage-track]
[orders]
[log]
*CRLF
[ (*system-block / *base-sector-block) ]
; base either has systems like a ship or is composed
; of sectors each of which is like a ship
base = "Base" ":" text ; base indentifier eg Babylon 5

Example

Base:           Babylon 5
Class:          Babylon
Captain:        Sheridan
Fleet:          Earth Alliance
Position-X:     79.1
Position-Y:     23.4
Mass:           900
Damage-Track:   --------- --------- --------- ---OOOOOO OOOOOOOOO OOOOOOOO OOOOOOOO
 OOOOOOOOO OOOOOOOO OOOOOOOO OOOOOOOOO OOOOOOOO OOOOOOOO OOOOOOOOO OOOOOOOO OOOOOOOO
Orders:         Launch Rudel Group
                Launch Baker Group
Log: 3 damage pts from Coeus turn 2
     2 damage pts from Montana turn 4

 

Base Sector Block

This is an absolute associated component of a Base Block, it can have absolute associated component System Blocks.

base-sector-block = base-sector
[mass]
[cost]
[power-factor]
[biocapacitor]
[screen-power]
[weapon-power]
[armour]
[damage-track]
[orders]
[log]
*CRLF
[*system-block]
; Weapons located in sectors use the sector firing arc:
; and don't have or use their own firing arcs
; Sector firing arcs are arbitrary and depend on the base
; SSD
base-sector = "Base-Sector" ":" integer ; base sector indentifier eg 1

Example

Base-Sector:    1
Damage-Track:   ---------- -----OOOOO OOOOOOOOOO

System: FireCon
Status: Active

System: FireCon
Status: Damaged Inactive

System: FireCon
Status: Repaired Active

System:      C Battery
Firing-Arc:  P A S
Status:      Active
Log:         1 damage pt on Dionysus

 

Terrain Block

This is to hold the more general sort of terrain such as asteroids, moons and planets.

terrain-block = terrain
terrain-type
((position diameter) / bounds)
[course]
[velocity]
[damage-track]
[log]
*CRLF
; terrain its extent can be defined by a position
; and diameter or bounds.
; Terrain delimited by bounds will typically not move.
; The damage-track is for Asteroids which can be
;destroyed by offensive fire.
terrain = "Terrain" ":" text ; terrain indentifier eg Talus IV
terrain-type = "Type" ":" [*LWSP-char] ("Nebula" / "Dust Cloud"
/ "Debris" / "Battle Debris" / "Meteor Swarm" / "Star"
/ "Planet" / "Moon" / "Asteroid" / "Atmosphere"
/ user-defined-terrain)
; type of terrain
diameter = "Diameter" ":" (efloat / float) ; terrain diameter in game units
user-defined-terrain = <Any agreed user defined terrain type>  

Example

Terrain:    Ceti Alpha III
Type:       Planet
Position-X: 100.2
Position-Y: 66.8
Diameter:   24.0

Feedback on using this standard

Last Updated 8th June 98

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