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| 32 | .\" @(#)sail.6 8.2 (Berkeley) 12/30/93 |
| 33 | .\" $FreeBSD: src/games/sail/sail.6,v 1.5.2.1 2001/07/22 11:32:37 dd Exp $ |
| 34 | .\" $DragonFly: src/games/sail/sail.6,v 1.2 2003/06/17 04:25:25 dillon Exp $ |
| 35 | .\" |
| 36 | .TH SAIL 6 "December 30, 1993" |
| 37 | .UC 4 |
| 38 | .SH NAME |
| 39 | sail \- multi-user wooden ships and iron men |
| 40 | .SH SYNOPSIS |
| 41 | .B sail |
| 42 | [ |
| 43 | .B \-s |
| 44 | [ |
| 45 | .B \-l |
| 46 | ] ] [ |
| 47 | .B \-x |
| 48 | ] [ |
| 49 | .B \-b |
| 50 | ] [ |
| 51 | .B num |
| 52 | ] |
| 53 | .br |
| 54 | .fi |
| 55 | .SH DESCRIPTION |
| 56 | .I Sail |
| 57 | is a computer version of Avalon Hill's game of fighting sail |
| 58 | originally developed by S. Craig Taylor. |
| 59 | .PP |
| 60 | Players of |
| 61 | .I Sail |
| 62 | take command of an old fashioned Man of War and fight other |
| 63 | players or the computer. They may re-enact one of the many |
| 64 | historical sea battles recorded in the game, or they can choose |
| 65 | a fictional battle. |
| 66 | .PP |
| 67 | As a sea captain in the |
| 68 | .I Sail |
| 69 | Navy, the player has complete control over the workings of his ship. |
| 70 | He must order every maneuver, change the set of his sails, and judge the |
| 71 | right moment to let loose the terrible destruction of his broadsides. |
| 72 | In addition to fighting the enemy, he must harness the powers of the wind |
| 73 | and sea to make them work for him. The outcome of many battles during the |
| 74 | age of sail was decided by the ability of one captain to hold the `weather |
| 75 | gage.' |
| 76 | .PP |
| 77 | The flags are: |
| 78 | .TP |
| 79 | .B \-s |
| 80 | Print the names and ships of the top ten sailors. |
| 81 | .TP |
| 82 | .B \-l |
| 83 | Show the login name. Only effective with \fB-s\fP. |
| 84 | .TP |
| 85 | .B \-x |
| 86 | Play the first available ship instead of prompting for a choice. |
| 87 | .TP |
| 88 | .B \-b |
| 89 | No bells. |
| 90 | .SH IMPLEMENTATION |
| 91 | .I Sail |
| 92 | is really two programs in one. Each player starts up a process which |
| 93 | runs his own ship. In addition, a |
| 94 | .I driver |
| 95 | process is forked (by the first player) to run the computer ships |
| 96 | and take care of global bookkeeping. |
| 97 | .PP |
| 98 | Because the |
| 99 | .I driver |
| 100 | must calculate moves for each ship it controls, the |
| 101 | more ships the computer is playing, the slower the game will appear. |
| 102 | .PP |
| 103 | If a player joins a game in progress, he will synchronize |
| 104 | with the other players (a rather slow process for everyone), and |
| 105 | then he may play along with the rest. |
| 106 | .PP |
| 107 | To implement a multi-user game in Version 7 UNIX, which was the operating |
| 108 | system |
| 109 | .I Sail |
| 110 | was first written under, the communicating processes must use a common |
| 111 | temporary file as a place to read and write messages. In addition, a |
| 112 | locking mechanism must be provided to ensure exclusive access to the |
| 113 | shared file. For example, |
| 114 | .I Sail |
| 115 | uses a temporary file named /tmp/#sailsink.21 for scenario 21, and |
| 116 | corresponding file names for the other scenarios. To provide exclusive |
| 117 | access to the temporary file, |
| 118 | .I Sail |
| 119 | uses a technique stolen from an old game called "pubcaves" by Jeff Cohen. |
| 120 | Processes do a busy wait in the loop |
| 121 | .br |
| 122 | .sp |
| 123 | .ce 2 |
| 124 | for (n = 0; link(sync_file, sync_lock) < 0 && n < 30; n++) |
| 125 | sleep(2); |
| 126 | .br |
| 127 | .sp |
| 128 | until they are able to create a link to a file named "/tmp/#saillock.??". |
| 129 | The "??" correspond to the scenario number of the game. Since UNIX |
| 130 | guarantees that a link will point to only one file, the process that succeeds |
| 131 | in linking will have exclusive access to the temporary file. |
| 132 | .PP |
| 133 | Whether or not this really works is open to speculation. When ucbmiro |
| 134 | was rebooted after a crash, the file system check program found 3 links |
| 135 | between the |
| 136 | .I Sail |
| 137 | temporary file and its link file. |
| 138 | .SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES |
| 139 | When players do something of global interest, such as moving or firing, |
| 140 | the driver must coordinate the action with the other ships in the game. |
| 141 | For example, if a player wants to move in a certain direction, he writes a |
| 142 | message into the temporary file requesting the driver to move his ship. |
| 143 | Each ``turn,'' the driver reads all the messages sent from the players and |
| 144 | decides what happened. It then writes back into the temporary file new |
| 145 | values of variables, etc. |
| 146 | .PP |
| 147 | The most noticeable effect this communication has on the game is the |
| 148 | delay in moving. Suppose a player types a move for his ship and hits |
| 149 | return. What happens then? The player process saves up messages to |
| 150 | be written to the temporary file in a buffer. Every 7 seconds or so, the |
| 151 | player process gets exclusive access to the temporary file and writes |
| 152 | out its buffer to the file. The driver, running asynchronously, must |
| 153 | read in the movement command, process it, and write out the results. This |
| 154 | takes two exclusive accesses to the temporary file. Finally, when the player |
| 155 | process gets around to doing another 7 second update, the results of the |
| 156 | move are displayed on the screen. Hence, every movement requires four |
| 157 | exclusive accesses to the temporary file (anywhere from 7 to 21 seconds |
| 158 | depending upon asynchrony) before the player sees the results of his moves. |
| 159 | .PP |
| 160 | In practice, the delays are not as annoying as they would appear. There |
| 161 | is room for "pipelining" in the movement. After the player writes out |
| 162 | a first movement message, a second movement command can then be issued. |
| 163 | The first message will be in the temporary file waiting for the driver, and |
| 164 | the second will be in the file buffer waiting to be written to the file. |
| 165 | Thus, by always typing moves a turn ahead of the time, the player can |
| 166 | sail around quite quickly. |
| 167 | .PP |
| 168 | If the player types several movement commands between two 7 second updates, |
| 169 | only the last movement command typed will be seen by the driver. Movement |
| 170 | commands within the same update "overwrite" each other, in a sense. |
| 171 | .SH THE HISTORY OF SAIL |
| 172 | I wrote the first version of |
| 173 | .I Sail |
| 174 | on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous, |
| 175 | not portable in any sense of the word, and didn't work. The program was not |
| 176 | very modular and had fseeks() and fwrites() every few lines. After a |
| 177 | tremendous rewrite from the top down, I got the first working version up by |
| 178 | 1981. There were several annoying bugs concerning firing broadsides and |
| 179 | finding angles. |
| 180 | .I Sail |
| 181 | uses no floating point, by the way, so the direction routines are rather |
| 182 | tricky. |
| 183 | Ed Wang rewrote my angle() routine in 1981 to be more correct (although |
| 184 | it still doesn't work perfectly), and he added code to let a player select |
| 185 | which ship he wanted at the start of the game (instead of the first one |
| 186 | available). |
| 187 | .PP |
| 188 | Captain Happy (Craig Leres) is responsible for making |
| 189 | .I Sail |
| 190 | portable for the first time. This was no easy task, by the way. Constants |
| 191 | like 2 and 10 were very frequent in the code. I also became famous for |
| 192 | using "Riggle Memorial Structures" in |
| 193 | .I Sail. |
| 194 | Many of my structure references are so long that they run off the line |
| 195 | printer page. Here is an example, if you promise not to laugh. |
| 196 | .br |
| 197 | .sp |
| 198 | .ce |
| 199 | specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts |
| 200 | .br |
| 201 | .sp |
| 202 | .PP |
| 203 | .I Sail |
| 204 | received its fourth and most thorough rewrite in the summer and fall |
| 205 | of 1983. Ed Wang rewrote and modularized the code (a monumental feat) |
| 206 | almost from scratch. Although he introduced many new bugs, the final |
| 207 | result was very much cleaner and (?) faster. He added window movement |
| 208 | commands and find ship commands. |
| 209 | .SH HISTORICAL INFO |
| 210 | Old Square Riggers were very maneuverable ships capable of intricate |
| 211 | sailing. Their only disadvantage was an inability to sail very |
| 212 | close to the wind. The design of a wooden ship allowed only for the |
| 213 | guns to bear to the left and right sides. A few guns of small |
| 214 | aspect (usually 6 or 9 pounders) could point forward, but their |
| 215 | effect was small compared to a 68 gun broadside of 24 or 32 pounders. |
| 216 | The guns bear approximately like so: |
| 217 | .nf |
| 218 | |
| 219 | \\ |
| 220 | b---------------- |
| 221 | ---0 |
| 222 | \\ |
| 223 | \\ |
| 224 | \\ up to a range of ten (for round shot) |
| 225 | \\ |
| 226 | \\ |
| 227 | \\ |
| 228 | |
| 229 | .fi |
| 230 | An interesting phenomenon occurred when a broadside was fired |
| 231 | down the length of an enemy ship. The shot tended to bounce along |
| 232 | the deck and did several times more damage. This phenomenon was called |
| 233 | a rake. Because the bows of a ship are very strong and present a smaller |
| 234 | target than the stern, a stern rake (firing from the stern to the bow) causes |
| 235 | more damage than a bow rake. |
| 236 | .nf |
| 237 | |
| 238 | b |
| 239 | 00 ---- Stern rake! |
| 240 | a |
| 241 | |
| 242 | .fi |
| 243 | Most ships were equipped with carronades, which were very large, close |
| 244 | range cannons. American ships from the revolution until the War of 1812 |
| 245 | were almost entirely armed with carronades. |
| 246 | .PP |
| 247 | The period of history covered in |
| 248 | .I Sail |
| 249 | is approximately from the 1770's until the end of Napoleonic France in 1815. |
| 250 | There are many excellent books about the age of sail. My favorite author |
| 251 | is Captain Frederick Marryat. More contemporary authors include C.S. Forester |
| 252 | and Alexander Kent. |
| 253 | .PP |
| 254 | Fighting ships came in several sizes classed by armament. The mainstays of |
| 255 | any fleet were its "Ships of the Line", or "Line of Battle Ships". They |
| 256 | were so named because these ships fought together in great lines. They were |
| 257 | close enough for mutual support, yet every ship could fire both its broadsides. |
| 258 | We get the modern words "ocean liner," or "liner," and "battleship" from |
| 259 | "ship of the line." The most common size was the 74 gun two decked |
| 260 | ship of the line. The two gun decks usually mounted 18 and 24 pounder guns. |
| 261 | .PP |
| 262 | The pride of the fleet were the first rates. These were huge three decked |
| 263 | ships of the line mounting 80 to 136 guns. The guns in the three tiers |
| 264 | were usually 18, 24, and 32 pounders in that order from top to bottom. |
| 265 | .PP |
| 266 | Various other ships came next. They were almost all "razees," or ships |
| 267 | of the line with one deck sawed off. They mounted 40-64 guns and were |
| 268 | a poor cross between a frigate and a line of battle ship. They neither |
| 269 | had the speed of the former nor the firepower of the latter. |
| 270 | .PP |
| 271 | Next came the "eyes of the fleet." Frigates came in many sizes mounting |
| 272 | anywhere from 32 to 44 guns. They were very handy vessels. They could |
| 273 | outsail anything bigger and outshoot anything smaller. Frigates didn't |
| 274 | fight in lines of battle as the much bigger 74's did. Instead, they |
| 275 | harassed the enemy's rear or captured crippled ships. They were much |
| 276 | more useful in missions away from the fleet, such as cutting out expeditions |
| 277 | or boat actions. They could hit hard and get away fast. |
| 278 | .PP |
| 279 | Lastly, there were the corvettes, sloops, and brigs. These were smaller |
| 280 | ships mounting typically fewer than 20 guns. A corvette was only slightly |
| 281 | smaller than a frigate, so one might have up to 30 guns. Sloops were used |
| 282 | for carrying dispatches or passengers. Brigs were something you built for |
| 283 | land-locked lakes. |
| 284 | .SH SAIL PARTICULARS |
| 285 | Ships in |
| 286 | .I Sail |
| 287 | are represented by two characters. One character represents the bow of |
| 288 | the ship, and the other represents the stern. Ships have nationalities |
| 289 | and numbers. The first ship of a nationality is number 0, the second |
| 290 | number 1, etc. Therefore, the first British ship in a game would be |
| 291 | printed as "b0". The second Brit would be "b1", and the fifth Don |
| 292 | would be "s4". |
| 293 | .PP |
| 294 | Ships can set normal sails, called Battle Sails, or bend on extra canvas |
| 295 | called Full Sails. A ship under full sail is a beautiful sight indeed, |
| 296 | and it can move much faster than a ship under Battle Sails. The only |
| 297 | trouble is, with full sails set, there is so much tension on sail and |
| 298 | rigging that a well aimed round shot can burst a sail into ribbons where |
| 299 | it would only cause a little hole in a loose sail. For this reason, |
| 300 | rigging damage is doubled on a ship with full sails set. Don't let |
| 301 | that discourage you from using full sails. I like to keep them up |
| 302 | right into the heat of battle. A ship |
| 303 | with full sails set has a capital letter for its nationality. E.g., |
| 304 | a Frog, "f0", with full sails set would be printed as "F0". |
| 305 | .PP |
| 306 | When a ship is battered into a listing hulk, the last man aboard "strikes |
| 307 | the colors." This ceremony is the ship's formal surrender. The nationality |
| 308 | character |
| 309 | of a surrendered ship is printed as "!". E.g., the Frog of our last example |
| 310 | would soon be "!0". |
| 311 | .PP |
| 312 | A ship has a random chance of catching fire or sinking when it reaches the |
| 313 | stage of listing hulk. A sinking ship has a "~" printed for its nationality, |
| 314 | and a ship on fire and about to explode has a "#" printed. |
| 315 | .PP |
| 316 | Captured ships become the nationality of the prize crew. Therefore, if |
| 317 | an American ship captures a British ship, the British ship will have an |
| 318 | "a" printed for its nationality. In addition, the ship number is changed |
| 319 | to "&","'", "(", ,")", "*", or "+" depending upon the original number, |
| 320 | be it 0,1,2,3,4, or 5. E.g., the "b0" captured by an American becomes the |
| 321 | "a&". The "s4" captured by a Frog becomes the "f*". |
| 322 | .PP |
| 323 | The ultimate example is, of course, an exploding Brit captured by an |
| 324 | American: "#&". |
| 325 | .SH MOVEMENT |
| 326 | Movement is the most confusing part of |
| 327 | .I Sail |
| 328 | to many. Ships can head in 8 directions: |
| 329 | .nf |
| 330 | |
| 331 | 0 0 0 |
| 332 | b b b0 b b b 0b b |
| 333 | 0 0 0 |
| 334 | |
| 335 | .fi |
| 336 | The stern of a ship moves when it turns. The bow remains stationary. |
| 337 | Ships can always turn, regardless of the wind (unless they are becalmed). |
| 338 | All ships drift when they lose headway. If a ship doesn't move forward |
| 339 | at all for two turns, it will begin to drift. If a ship has begun to |
| 340 | drift, then it must move forward before it turns, if it plans to do |
| 341 | more than make a right or left turn, which is always possible. |
| 342 | .PP |
| 343 | Movement commands to |
| 344 | .I Sail |
| 345 | are a string of forward moves and turns. An example is "l3". It will |
| 346 | turn a ship left and then move it ahead 3 spaces. In the drawing above, |
| 347 | the "b0" made 7 successive left turns. When |
| 348 | .I Sail |
| 349 | prompts you for a move, it prints three characters of import. E.g., |
| 350 | .nf |
| 351 | move (7, 4): |
| 352 | .fi |
| 353 | The first number is the maximum number of moves you can make, |
| 354 | including turns. The second number is the maximum number of turns |
| 355 | you can make. Between the numbers is sometimes printed a quote "'". |
| 356 | If the quote is present, it means that your ship has been drifting, and |
| 357 | you must move ahead to regain headway before you turn (see note above). |
| 358 | Some of the possible moves for the example above are as follows: |
| 359 | .nf |
| 360 | |
| 361 | move (7, 4): 7 |
| 362 | move (7, 4): 1 |
| 363 | move (7, 4): d /* drift, or do nothing */ |
| 364 | move (7, 4): 6r |
| 365 | move (7, 4): 5r1 |
| 366 | move (7, 4): 4r1r |
| 367 | move (7, 4): l1r1r2 |
| 368 | move (7, 4): 1r1r1r1 |
| 369 | |
| 370 | .fi |
| 371 | Because square riggers performed so poorly sailing into the wind, if at |
| 372 | any point in a movement command you turn into the wind, the movement stops |
| 373 | there. E.g., |
| 374 | .nf |
| 375 | |
| 376 | move (7, 4): l1l4 |
| 377 | Movement Error; |
| 378 | Helm: l1l |
| 379 | |
| 380 | .fi |
| 381 | Moreover, whenever you make a turn, your movement allowance drops to |
| 382 | min(what's left, what you would have at the new attitude). In short, |
| 383 | if you turn closer to the wind, you most likely won't be able to sail the |
| 384 | full allowance printed in the "move" prompt. |
| 385 | .PP |
| 386 | Old sailing captains had to keep an eye constantly on the wind. Captains |
| 387 | in |
| 388 | .I Sail |
| 389 | are no different. A ship's ability to move depends on its attitude to the |
| 390 | wind. The best angle possible is to have the wind off your quarter, that is, |
| 391 | just off the stern. The direction rose on the side of the screen gives the |
| 392 | possible movements for your ship at all positions to the wind. Battle |
| 393 | sail speeds are given first, and full sail speeds are given in parenthesis. |
| 394 | .nf |
| 395 | |
| 396 | 0 1(2) |
| 397 | \\|/ |
| 398 | -^-3(6) |
| 399 | /|\\ |
| 400 | | 4(7) |
| 401 | 3(6) |
| 402 | |
| 403 | .fi |
| 404 | Pretend the bow of your ship (the "^") is pointing upward and the wind is |
| 405 | blowing from the bottom to the top of the page. The |
| 406 | numbers at the bottom "3(6)" will be your speed under battle or full |
| 407 | sails in such a situation. If the wind is off your quarter, then you |
| 408 | can move "4(7)". If the wind is off your beam, "3(6)". If the wind is |
| 409 | off your bow, then you can only move "1(2)". Facing into the wind, you |
| 410 | can't move at all. Ships facing into the wind were said to be "in irons". |
| 411 | .SH WINDSPEED AND DIRECTION |
| 412 | The windspeed and direction is displayed as a little weather vane on the |
| 413 | side of the screen. The number in the middle of the vane indicates the wind |
| 414 | speed, and the + to - indicates the wind direction. The wind blows from |
| 415 | the + sign (high pressure) to the - sign (low pressure). E.g., |
| 416 | .nf |
| 417 | |
| 418 | | |
| 419 | 3 |
| 420 | + |
| 421 | |
| 422 | .fi |
| 423 | .PP |
| 424 | The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze, |
| 425 | 3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane. |
| 426 | If a hurricane shows up, all ships are destroyed. |
| 427 | .SH GRAPPLING AND FOULING |
| 428 | If two ships collide, they run the risk of becoming tangled together. This |
| 429 | is called "fouling." Fouled ships are stuck together, and neither can move. |
| 430 | They can unfoul each other if they want to. Boarding parties can only be |
| 431 | sent across to ships when the antagonists are either fouled or grappled. |
| 432 | .PP |
| 433 | Ships can grapple each other by throwing grapnels into the rigging of |
| 434 | the other. |
| 435 | .PP |
| 436 | The number of fouls and grapples you have are displayed on the upper |
| 437 | right of the screen. |
| 438 | .SH BOARDING |
| 439 | Boarding was a very costly venture in terms of human life. Boarding parties |
| 440 | may be formed in |
| 441 | .I Sail |
| 442 | to either board an enemy ship or to defend your own ship against attack. |
| 443 | Men organized as Defensive Boarding Parties fight twice as hard to save |
| 444 | their ship as men left unorganized. |
| 445 | .PP |
| 446 | The boarding strength of a crew depends upon its quality and upon the |
| 447 | number of men sent. |
| 448 | .SH CREW QUALITY |
| 449 | The British seaman was world renowned for his sailing abilities. American |
| 450 | sailors, however, were actually the best seamen in the world. Because the |
| 451 | American Navy offered twice the wages of the Royal Navy, British seamen |
| 452 | who liked the sea defected to America by the thousands. |
| 453 | .PP |
| 454 | In |
| 455 | .I Sail, |
| 456 | crew quality is quantized into 5 energy levels. "Elite" crews can outshoot |
| 457 | and outfight all other sailors. "Crack" crews are next. "Mundane" crews |
| 458 | are average, and "Green" and "Mutinous" crews are below average. A good |
| 459 | rule of thumb is that "Crack" or "Elite" crews get one extra hit |
| 460 | per broadside compared to "Mundane" crews. Don't expect too much from |
| 461 | "Green" crews. |
| 462 | .SH BROADSIDES |
| 463 | Your two broadsides may be loaded with four kinds of shot: grape, chain, |
| 464 | round, and double. You have guns and carronades in both the port and starboard |
| 465 | batteries. Carronades only have a range of two, so you have to get in |
| 466 | close to be able to fire them. You have the choice of firing at the hull |
| 467 | or rigging of another ship. If the range of the ship is greater than 6, |
| 468 | then you may only shoot at the rigging. |
| 469 | .PP |
| 470 | The types of shot and their advantages are: |
| 471 | .SH ROUND |
| 472 | Range of 10. Good for hull or rigging hits. |
| 473 | .SH DOUBLE |
| 474 | Range of 1. Extra good for hull or rigging hits. |
| 475 | Double takes two turns to load. |
| 476 | .SH CHAIN |
| 477 | Range of 3. Excellent for tearing down rigging. |
| 478 | Cannot damage hull or guns, though. |
| 479 | .SH GRAPE |
| 480 | Range of 1. Sometimes devastating against enemy crews. |
| 481 | .PP |
| 482 | On the side of the screen is displayed some vital information about your |
| 483 | ship: |
| 484 | .nf |
| 485 | |
| 486 | Load D! R! |
| 487 | Hull 9 |
| 488 | Crew 4 4 2 |
| 489 | Guns 4 4 |
| 490 | Carr 2 2 |
| 491 | Rigg 5 5 5 5 |
| 492 | |
| 493 | .fi |
| 494 | "Load" shows what your port (left) and starboard (right) broadsides are |
| 495 | loaded with. A "!" after the type of shot indicates that it is an initial |
| 496 | broadside. Initial broadside were loaded with care before battle and before |
| 497 | the decks ran red with blood. As a consequence, initial broadsides are a |
| 498 | little more effective than broadsides loaded later. A "*" after the type of |
| 499 | shot indicates that the gun |
| 500 | crews are still loading it, and you cannot fire yet. "Hull" shows how much |
| 501 | hull you have left. "Crew" shows your three sections of crew. As your |
| 502 | crew dies off, your ability to fire decreases. "Guns" and "Carr" show |
| 503 | your port and starboard guns. As you lose guns, your ability to fire |
| 504 | decreases. "Rigg" shows how much rigging you have on your 3 or 4 masts. |
| 505 | As rigging is shot away, you lose mobility. |
| 506 | .SH EFFECTIVENESS OF FIRE |
| 507 | It is very dramatic when a ship fires its thunderous broadsides, but the |
| 508 | mere opportunity to fire them does not guarantee any hits. Many factors |
| 509 | influence the destructive force of a broadside. First of all, and the chief |
| 510 | factor, is distance. It is harder to hit a ship at range ten than it is |
| 511 | to hit one sloshing alongside. Next is raking. Raking fire, as |
| 512 | mentioned before, |
| 513 | can sometimes dismast a ship at range ten. Next, crew size and quality affects |
| 514 | the damage done by a broadside. The number of guns firing also bears on the |
| 515 | point, |
| 516 | so to speak. Lastly, weather affects the accuracy of a broadside. If the |
| 517 | seas are high (5 or 6), then the lower gunports of ships of the line can't |
| 518 | even be opened to run out the guns. This gives frigates and other flush |
| 519 | decked vessels an advantage in a storm. The scenario |
| 520 | .I Pellew vs. The Droits de L'Homme |
| 521 | takes advantage of this peculiar circumstance. |
| 522 | .SH REPAIRS |
| 523 | Repairs may be made to your Hull, Guns, and Rigging at the slow rate of |
| 524 | two points per three turns. The message "Repairs Completed" will be |
| 525 | printed if no more repairs can be made. |
| 526 | .SH PECULIARITIES OF COMPUTER SHIPS |
| 527 | Computer ships in |
| 528 | .I Sail |
| 529 | follow all the rules above with a few exceptions. Computer ships never |
| 530 | repair damage. If they did, the players could never beat them. They |
| 531 | play well enough as it is. As a consolation, the computer ships can fire double |
| 532 | shot every turn. That fluke is a good reason to keep your distance. The |
| 533 | .I |
| 534 | Driver |
| 535 | figures out the moves of the computer ships. It computes them with a typical |
| 536 | A.I. distance function and a depth first search to find the maximum "score." |
| 537 | It seems to work fairly well, although I'll be the first to admit it isn't |
| 538 | perfect. |
| 539 | .SH HOW TO PLAY |
| 540 | Commands are given to |
| 541 | .I Sail |
| 542 | by typing a single character. You will then be prompted for further |
| 543 | input. A brief summary of the commands follows. |
| 544 | .br |
| 545 | .SH COMMAND SUMMARY |
| 546 | .nf |
| 547 | |
| 548 | 'f' Fire broadsides if they bear |
| 549 | 'l' Reload |
| 550 | 'L' Unload broadsides (to change ammo) |
| 551 | 'm' Move |
| 552 | 'i' Print the closest ship |
| 553 | 'I' Print all ships |
| 554 | 'F' Find a particular ship or ships (e.g. "a?" for all Americans) |
| 555 | 's' Send a message around the fleet |
| 556 | 'b' Attempt to board an enemy ship |
| 557 | 'B' Recall boarding parties |
| 558 | 'c' Change set of sail |
| 559 | 'r' Repair |
| 560 | 'u' Attempt to unfoul |
| 561 | 'g' Grapple/ungrapple |
| 562 | 'v' Print version number of game |
| 563 | '^L' Redraw screen |
| 564 | 'Q' Quit |
| 565 | |
| 566 | 'C' Center your ship in the window |
| 567 | 'U' Move window up |
| 568 | 'D','N' Move window down |
| 569 | 'H' Move window left |
| 570 | 'J' Move window right |
| 571 | 'S' Toggle window to follow your ship or stay where it is |
| 572 | |
| 573 | .fi |
| 574 | .bg |
| 575 | .SH SCENARIOS |
| 576 | Here is a summary of the scenarios in |
| 577 | .I Sail: |
| 578 | |
| 579 | .br |
| 580 | .SH Ranger vs. Drake: |
| 581 | .nf |
| 582 | Wind from the N, blowing a fresh breeze. |
| 583 | |
| 584 | (a) Ranger 19 gun Sloop (crack crew) (7 pts) |
| 585 | (b) Drake 17 gun Sloop (crack crew) (6 pts) |
| 586 | .SH The Battle of Flamborough Head: |
| 587 | .nf |
| 588 | Wind from the S, blowing a fresh breeze. |
| 589 | |
| 590 | .fi |
| 591 | This is John Paul Jones' first famous battle. Aboard the Bonhomme |
| 592 | Richard, he was able to overcome the Serapis's greater firepower |
| 593 | by quickly boarding her. |
| 594 | .nf |
| 595 | |
| 596 | (a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts) |
| 597 | (b) Serapis 44 gun Frigate (crack crew) (12 pts) |
| 598 | .SH Arbuthnot and Des Touches: |
| 599 | .nf |
| 600 | Wind from the N, blowing a gale. |
| 601 | |
| 602 | (b) America 64 gun Ship of the Line (crack crew) (20 pts) |
| 603 | (b) Befford 74 gun Ship of the Line (crack crew) (26 pts) |
| 604 | (b) Adamant 50 gun Ship of the Line (crack crew) (17 pts) |
| 605 | (b) London 98 gun 3 Decker SOL (crack crew) (28 pts) |
| 606 | (b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts) |
| 607 | (f) Neptune 74 gun Ship of the Line (average crew) (24 pts) |
| 608 | (f) Duc de Bourgogne 80 gun 3 Decker SOL (average crew) (27 pts) |
| 609 | (f) Conquerant 74 gun Ship of the Line (average crew) (24 pts) |
| 610 | (f) Provence 64 gun Ship of the Line (average crew) (18 pts) |
| 611 | (f) Romulus 44 gun Ship of the Line (average crew) (10 pts) |
| 612 | .SH Suffren and Hughes: |
| 613 | .nf |
| 614 | |
| 615 | Wind from the S, blowing a fresh breeze. |
| 616 | |
| 617 | (b) Monmouth 74 gun Ship of the Line (average crew) (24 pts) |
| 618 | (b) Hero 74 gun Ship of the Line (crack crew) (26 pts) |
| 619 | (b) Isis 50 gun Ship of the Line (crack crew) (17 pts) |
| 620 | (b) Superb 74 gun Ship of the Line (crack crew) (27 pts) |
| 621 | (b) Burford 74 gun Ship of the Line (average crew) (24 pts) |
| 622 | (f) Flamband 50 gun Ship of the Line (average crew) (14 pts) |
| 623 | (f) Annibal 74 gun Ship of the Line (average crew) (24 pts) |
| 624 | (f) Severe 64 gun Ship of the Line (average crew) (18 pts) |
| 625 | (f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts) |
| 626 | (f) Sphinx 80 gun Ship of the Line (average crew) (27 pts) |
| 627 | .SH Nymphe vs. Cleopatre: |
| 628 | .nf |
| 629 | Wind from the S, blowing a fresh breeze. |
| 630 | |
| 631 | (b) Nymphe 36 gun Frigate (crack crew) (11 pts) |
| 632 | (f) Cleopatre 36 gun Frigate (average crew) (10 pts) |
| 633 | .SH Mars vs. Hercule: |
| 634 | Wind from the S, blowing a fresh breeze. |
| 635 | .nf |
| 636 | (b) Mars 74 gun Ship of the Line (crack crew) (26 pts) |
| 637 | (f) Hercule 74 gun Ship of the Line (average crew) (23 pts) |
| 638 | .SH Ambuscade vs. Baionnaise: |
| 639 | .nf |
| 640 | Wind from the N, blowing a fresh breeze. |
| 641 | |
| 642 | (b) Ambuscade 32 gun Frigate (average crew) (9 pts) |
| 643 | (f) Baionnaise 24 gun Corvette (average crew) (9 pts) |
| 644 | .SH Constellation vs. Insurgent: |
| 645 | .nf |
| 646 | Wind from the S, blowing a gale. |
| 647 | |
| 648 | (a) Constellation 38 gun Corvette (elite crew) (17 pts) |
| 649 | (f) Insurgent 36 gun Corvette (average crew) (11 pts) |
| 650 | .SH Constellation vs. Vengeance: |
| 651 | .nf |
| 652 | Wind from the S, blowing a fresh breeze. |
| 653 | |
| 654 | (a) Constellation 38 gun Corvette (elite crew) (17 pts) |
| 655 | (f) Vengeance 40 gun Frigate (average crew) (15 pts) |
| 656 | .SH The Battle of Lissa: |
| 657 | .nf |
| 658 | Wind from the S, blowing a fresh breeze. |
| 659 | |
| 660 | (b) Amphion 32 gun Frigate (elite crew) (13 pts) |
| 661 | (b) Active 38 gun Frigate (elite crew) (18 pts) |
| 662 | (b) Volage 22 gun Frigate (elite crew) (11 pts) |
| 663 | (b) Cerberus 32 gun Frigate (elite crew) (13 pts) |
| 664 | (f) Favorite 40 gun Frigate (average crew) (15 pts) |
| 665 | (f) Flore 40 gun Frigate (average crew) (15 pts) |
| 666 | (f) Danae 40 gun Frigate (crack crew) (17 pts) |
| 667 | (f) Bellona 32 gun Frigate (green crew) (9 pts) |
| 668 | (f) Corona 40 gun Frigate (green crew) (12 pts) |
| 669 | (f) Carolina 32 gun Frigate (green crew) (7 pts) |
| 670 | .SH Constitution vs. Guerriere: |
| 671 | .nf |
| 672 | Wind from the SW, blowing a gale. |
| 673 | |
| 674 | (a) Constitution 44 gun Corvette (elite crew) (24 pts) |
| 675 | (b) Guerriere 38 gun Frigate (crack crew) (15 pts) |
| 676 | .SH United States vs. Macedonian: |
| 677 | .nf |
| 678 | Wind from the S, blowing a fresh breeze. |
| 679 | |
| 680 | (a) United States 44 gun Frigate (elite crew) (24 pts) |
| 681 | (b) Macedonian 38 gun Frigate (crack crew) (16 pts) |
| 682 | .SH Constitution vs. Java: |
| 683 | .nf |
| 684 | Wind from the S, blowing a fresh breeze. |
| 685 | |
| 686 | (a) Constitution 44 gun Corvette (elite crew) (24 pts) |
| 687 | (b) Java 38 gun Corvette (crack crew) (19 pts) |
| 688 | .SH Chesapeake vs. Shannon: |
| 689 | .nf |
| 690 | Wind from the S, blowing a fresh breeze. |
| 691 | |
| 692 | (a) Chesapeake 38 gun Frigate (average crew) (14 pts) |
| 693 | (b) Shannon 38 gun Frigate (elite crew) (17 pts) |
| 694 | .SH The Battle of Lake Erie: |
| 695 | .nf |
| 696 | Wind from the S, blowing a light breeze. |
| 697 | |
| 698 | (a) Lawrence 20 gun Sloop (crack crew) (9 pts) |
| 699 | (a) Niagara 20 gun Sloop (elite crew) (12 pts) |
| 700 | (b) Lady Prevost 13 gun Brig (crack crew) (5 pts) |
| 701 | (b) Detroit 19 gun Sloop (crack crew) (7 pts) |
| 702 | (b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts) |
| 703 | .SH Wasp vs. Reindeer: |
| 704 | .nf |
| 705 | Wind from the S, blowing a light breeze. |
| 706 | |
| 707 | (a) Wasp 20 gun Sloop (elite crew) (12 pts) |
| 708 | (b) Reindeer 18 gun Sloop (elite crew) (9 pts) |
| 709 | .SH Constitution vs. Cyane and Levant: |
| 710 | .br |
| 711 | Wind from the S, blowing a moderate breeze. |
| 712 | |
| 713 | (a) Constitution 44 gun Corvette (elite crew) (24 pts) |
| 714 | (b) Cyane 24 gun Sloop (crack crew) (11 pts) |
| 715 | (b) Levant 20 gun Sloop (crack crew) (10 pts) |
| 716 | .br |
| 717 | .SH Pellew vs. Droits de L'Homme: |
| 718 | .nf |
| 719 | Wind from the N, blowing a gale. |
| 720 | |
| 721 | (b) Indefatigable 44 gun Frigate (elite crew) (14 pts) |
| 722 | (b) Amazon 36 gun Frigate (crack crew) (14 pts) |
| 723 | (f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts) |
| 724 | .SH Algeciras: |
| 725 | .nf |
| 726 | Wind from the SW, blowing a moderate breeze. |
| 727 | |
| 728 | (b) Caesar 80 gun Ship of the Line (crack crew) (31 pts) |
| 729 | (b) Pompee 74 gun Ship of the Line (crack crew) (27 pts) |
| 730 | (b) Spencer 74 gun Ship of the Line (crack crew) (26 pts) |
| 731 | (b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts) |
| 732 | (s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts) |
| 733 | (s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts) |
| 734 | (s) Argonauta 80 gun Ship of the Line (green crew) (23 pts) |
| 735 | (s) San Augustine 74 gun Ship of the Line (green crew) (20 pts) |
| 736 | (f) Indomptable 80 gun Ship of the Line (average crew) (27 pts) |
| 737 | (f) Desaix 74 gun Ship of the Line (average crew) (24 pts) |
| 738 | .SH Lake Champlain: |
| 739 | .nf |
| 740 | Wind from the N, blowing a fresh breeze. |
| 741 | |
| 742 | (a) Saratoga 26 gun Sloop (crack crew) (12 pts) |
| 743 | (a) Eagle 20 gun Sloop (crack crew) (11 pts) |
| 744 | (a) Ticonderoga 17 gun Sloop (crack crew) (9 pts) |
| 745 | (a) Preble 7 gun Brig (crack crew) (4 pts) |
| 746 | (b) Confiance 37 gun Frigate (crack crew) (14 pts) |
| 747 | (b) Linnet 16 gun Sloop (elite crew) (10 pts) |
| 748 | (b) Chubb 11 gun Brig (crack crew) (5 pts) |
| 749 | .SH Last Voyage of the USS President: |
| 750 | .nf |
| 751 | Wind from the N, blowing a fresh breeze. |
| 752 | |
| 753 | (a) President 44 gun Frigate (elite crew) (24 pts) |
| 754 | (b) Endymion 40 gun Frigate (crack crew) (17 pts) |
| 755 | (b) Pomone 44 gun Frigate (crack crew) (20 pts) |
| 756 | (b) Tenedos 38 gun Frigate (crack crew) (15 pts) |
| 757 | .SH Hornblower and the Natividad: |
| 758 | .nf |
| 759 | Wind from the E, blowing a gale. |
| 760 | |
| 761 | .fi |
| 762 | A scenario for you Horny fans. Remember, he sank the Natividad |
| 763 | against heavy odds and winds. Hint: don't try to board the Natividad, |
| 764 | her crew is much bigger, albeit green. |
| 765 | .nf |
| 766 | |
| 767 | (b) Lydia 36 gun Frigate (elite crew) (13 pts) |
| 768 | (s) Natividad 50 gun Ship of the Line (green crew) (14 pts) |
| 769 | .SH Curse of the Flying Dutchman: |
| 770 | .nf |
| 771 | Wind from the S, blowing a fresh breeze. |
| 772 | |
| 773 | Just for fun, take the Piece of cake. |
| 774 | |
| 775 | (s) Piece of Cake 24 gun Corvette (average crew) (9 pts) |
| 776 | (f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts) |
| 777 | .SH The South Pacific: |
| 778 | .nf |
| 779 | Wind from the S, blowing a strong breeze. |
| 780 | |
| 781 | (a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts) |
| 782 | (b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts) |
| 783 | (s) Australian 32 gun Frigate (average crew) (9 pts) |
| 784 | (f) Bikini Atoll 7 gun Brig (crack crew) (4 pts) |
| 785 | .SH Hornblower and the battle of Rosas bay: |
| 786 | .nf |
| 787 | Wind from the E, blowing a fresh breeze. |
| 788 | |
| 789 | The only battle Hornblower ever lost. He was able to dismast one |
| 790 | ship and stern rake the others though. See if you can do as well. |
| 791 | .nf |
| 792 | |
| 793 | (b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts) |
| 794 | (f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts) |
| 795 | (f) Nightmare 74 gun Ship of the Line (average crew) (24 pts) |
| 796 | (f) Paris 112 gun 3 Decker SOL (green crew) (27 pts) |
| 797 | (f) Napoleon 74 gun Ship of the Line (green crew) (20 pts) |
| 798 | .SH Cape Horn: |
| 799 | .nf |
| 800 | Wind from the NE, blowing a strong breeze. |
| 801 | |
| 802 | (a) Concord 80 gun Ship of the Line (average crew) (27 pts) |
| 803 | (a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts) |
| 804 | (b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts) |
| 805 | (s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts) |
| 806 | (f) Musket 80 gun 3 Decker SOL (average crew) (27 pts) |
| 807 | .SH New Orleans: |
| 808 | .nf |
| 809 | Wind from the SE, blowing a fresh breeze. |
| 810 | |
| 811 | Watch that little Cypress go! |
| 812 | |
| 813 | (a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts) |
| 814 | (b) Firefly 74 gun Ship of the Line (crack crew) (27 pts) |
| 815 | (b) Cypress 44 gun Frigate (elite crew) (14 pts) |
| 816 | .SH Botany Bay: |
| 817 | .nf |
| 818 | Wind from the N, blowing a fresh breeze. |
| 819 | |
| 820 | (b) Shark 64 gun Ship of the Line (average crew) (18 pts) |
| 821 | (f) Coral Snake 44 gun Corvette (elite crew) (24 pts) |
| 822 | (f) Sea Lion 44 gun Frigate (elite crew) (24 pts) |
| 823 | .SH Voyage to the Bottom of the Sea: |
| 824 | .nf |
| 825 | Wind from the NW, blowing a fresh breeze. |
| 826 | |
| 827 | This one is dedicated to Richard Basehart and David Hedison. |
| 828 | |
| 829 | (a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts) |
| 830 | (a) Flying Sub 40 gun Frigate (crack crew) (17 pts) |
| 831 | (b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts) |
| 832 | (s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts) |
| 833 | .SH Frigate Action: |
| 834 | .nf |
| 835 | Wind from the E, blowing a fresh breeze. |
| 836 | |
| 837 | (a) Killdeer 40 gun Frigate (average crew) (15 pts) |
| 838 | (b) Sandpiper 40 gun Frigate (average crew) (15 pts) |
| 839 | (s) Curlew 38 gun Frigate (crack crew) (16 pts) |
| 840 | .SH The Battle of Midway: |
| 841 | .nf |
| 842 | Wind from the E, blowing a moderate breeze. |
| 843 | |
| 844 | (a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts) |
| 845 | (a) Yorktown 80 gun Ship of the Line (average crew) (27 pts) |
| 846 | (a) Hornet 74 gun Ship of the Line (average crew) (24 pts) |
| 847 | (j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts) |
| 848 | (j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts) |
| 849 | (j) Soryu 80 gun Ship of the Line (green crew) (23 pts) |
| 850 | |
| 851 | .SH Star Trek: |
| 852 | .nf |
| 853 | Wind from the S, blowing a fresh breeze. |
| 854 | |
| 855 | (a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts) |
| 856 | (a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts) |
| 857 | (a) Reliant 450 gun Ship of the Line (elite crew) (75 pts) |
| 858 | (a) Galileo 450 gun Ship of the Line (elite crew) (75 pts) |
| 859 | (k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts) |
| 860 | (k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts) |
| 861 | (o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts) |
| 862 | (o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts) |
| 863 | |
| 864 | .SH CONCLUSION |
| 865 | |
| 866 | .I Sail |
| 867 | has been a group effort. |
| 868 | |
| 869 | .SH AUTHOR |
| 870 | Dave Riggle |
| 871 | .SH CO-AUTHOR |
| 872 | Ed Wang |
| 873 | .SH REFITTING |
| 874 | Craig Leres |
| 875 | .SH CONSULTANTS |
| 876 | .nf |
| 877 | Chris Guthrie |
| 878 | Captain Happy |
| 879 | Horatio Nelson |
| 880 | and many valiant others... |
| 881 | .fi |
| 882 | .SH "REFERENCES" |
| 883 | .nf |
| 884 | Wooden Ships & Iron Men, by Avalon Hill |
| 885 | Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester |
| 886 | Captain Richard Bolitho Novels, (12 of them) by Alexander Kent |
| 887 | The Complete Works of Captain Frederick Marryat, (about 20) especially |
| 888 | .in +6n |
| 889 | Mr. Midshipman Easy |
| 890 | Peter Simple |
| 891 | Jacob Faithful |
| 892 | Japhet in Search of a Father |
| 893 | Snarleyyow, or The Dog Fiend |
| 894 | Frank Mildmay, or The Naval Officer |
| 895 | .in -6n |
| 896 | .SH BUGS |
| 897 | Probably a few, and please report them to "riggle@ernie.berkeley.edu" and |
| 898 | "edward@ucbarpa.berkeley.edu" |