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1.1 ! root 1: .\" Copyright (c) 1980 Regents of the University of California. ! 2: .\" All rights reserved. The Berkeley software License Agreement ! 3: .\" specifies the terms and conditions for redistribution. ! 4: .\" ! 5: .\" @(#)sail.6 5.1 (Berkeley) 6/5/85 ! 6: .\" ! 7: ! 8: .TH SAIL PUBLIC ! 9: .UC 4 ! 10: .SH NAME ! 11: sail \- multi-user wooden ships and iron men ! 12: .SH SYNOPSIS ! 13: .B sail ! 14: [ ! 15: .B \-s ! 16: [ ! 17: .B \-l ! 18: ] ] [ ! 19: .B \-x ! 20: ] [ ! 21: .B \-b ! 22: ] [ ! 23: .B num ! 24: ] ! 25: .br ! 26: .fi ! 27: .SH DESCRIPTION ! 28: .I Sail ! 29: is a computer version of Avalon Hill's game of fighting sail ! 30: originally developed by S. Craig Taylor. ! 31: .PP ! 32: Players of ! 33: .I Sail ! 34: take command of an old fashioned Man of War and fight other ! 35: players or the computer. They may re-enact one of the many ! 36: historical sea battles recorded in the game, or they can choose ! 37: a fictional battle. ! 38: .PP ! 39: As a sea captain in the ! 40: .I Sail ! 41: Navy, the player has complete control over the workings of his ship. ! 42: He must order every maneuver, change the set of his sails, and judge the ! 43: right moment to let loose the terrible destruction of his broadsides. ! 44: In addition to fighting the enemy, he must harness the powers of the wind ! 45: and sea to make them work for him. The outcome of many battles during the ! 46: age of sail was decided by the ability of one captain to hold the `weather ! 47: gage.' ! 48: .PP ! 49: The flags are: ! 50: .TP ! 51: .B \-s ! 52: Print the names and ships of the top ten sailors. ! 53: .TP ! 54: .B \-l ! 55: Show the login name. Only effective with \fB-s\fP. ! 56: .TP ! 57: .B \-x ! 58: Play the first available ship instead of prompting for a choice. ! 59: .TP ! 60: .B \-b ! 61: No bells. ! 62: .SH IMPLEMENTATION ! 63: .I Sail ! 64: is really two programs in one. Each player starts up a process which ! 65: runs his own ship. In addition, a ! 66: .I driver ! 67: process is forked (by the first player) to run the computer ships ! 68: and take care of global bookkeeping. ! 69: .PP ! 70: Because the ! 71: .I driver ! 72: must calculate moves for each ship it controls, the ! 73: more ships the computer is playing, the slower the game will appear. ! 74: .PP ! 75: If a player joins a game in progress, he will synchronize ! 76: with the other players (a rather slow process for everyone), and ! 77: then he may play along with the rest. ! 78: .PP ! 79: To implement a multi-user game in Version 7 UNIX, which was the operating ! 80: system ! 81: .I Sail ! 82: was first written under, the communicating processes must use a common ! 83: temporary file as a place to read and write messages. In addition, a ! 84: locking mechanism must be provided to ensure exclusive access to the ! 85: shared file. For example, ! 86: .I Sail ! 87: uses a temporary file named /tmp/#sailsink.21 for scenario 21, and ! 88: corresponding file names for the other scenarios. To provide exclusive ! 89: access to the temporary file, ! 90: .I Sail ! 91: uses a technique stolen from an old game called "pubcaves" by Jeff Cohen. ! 92: Processes do a busy wait in the loop ! 93: .br ! 94: .sp ! 95: .ce 2 ! 96: for (n = 0; link(sync_file, sync_lock) < 0 && n < 30; n++) ! 97: sleep(2); ! 98: .br ! 99: .sp ! 100: until they are able to create a link to a file named "/tmp/#saillock.??". ! 101: The "??" correspond to the scenario number of the game. Since UNIX ! 102: guarantees that a link will point to only one file, the process that succeeds ! 103: in linking will have exclusive access to the temporary file. ! 104: .PP ! 105: Whether or not this really works is open to speculation. When ucbmiro ! 106: was rebooted after a crash, the file system check program found 3 links ! 107: between the ! 108: .I Sail ! 109: temporary file and its link file. ! 110: .SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES ! 111: When players do something of global interest, such as moving or firing, ! 112: the driver must coordinate the action with the other ships in the game. ! 113: For example, if a player wants to move in a certain direction, he writes a ! 114: message into the temporary file requesting the driver to move his ship. ! 115: Each ``turn,'' the driver reads all the messages sent from the players and ! 116: decides what happened. It then writes back into the temporary file new ! 117: values of variables, etc. ! 118: .PP ! 119: The most noticeable effect this communication has on the game is the ! 120: delay in moving. Suppose a player types a move for his ship and hits ! 121: return. What happens then? The player process saves up messages to ! 122: be written to the temporary file in a buffer. Every 7 seconds or so, the ! 123: player process gets exclusive access to the temporary file and writes ! 124: out its buffer to the file. The driver, running asynchronously, must ! 125: read in the movement command, process it, and write out the results. This ! 126: takes two exclusive accesses to the temporary file. Finally, when the player ! 127: process gets around to doing another 7 second update, the results of the ! 128: move are displayed on the screen. Hence, every movement requires four ! 129: exclusive accesses to the temporary file (anywhere from 7 to 21 seconds ! 130: depending upon asynchrony) before the player sees the results of his moves. ! 131: .PP ! 132: In practice, the delays are not as annoying as they would appear. There ! 133: is room for "pipelining" in the movement. After the player writes out ! 134: a first movement message, a second movement command can then be issued. ! 135: The first message will be in the temporary file waiting for the driver, and ! 136: the second will be in the file buffer waiting to be written to the file. ! 137: Thus, by always typing moves a turn ahead of the time, the player can ! 138: sail around quite quickly. ! 139: .PP ! 140: If the player types several movement commands between two 7 second updates, ! 141: only the last movement command typed will be seen by the driver. Movement ! 142: commands within the same update "overwrite" each other, in a sense. ! 143: .SH THE HISTORY OF SAIL ! 144: I wrote the first version of ! 145: .I Sail ! 146: on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous, ! 147: not portable in any sense of the word, and didn't work. The program was not ! 148: very modular and had fseeks() and fwrites() every few lines. After a ! 149: tremendous rewrite from the top down, I got the first working version up by ! 150: 1981. There were several annoying bugs concerning firing broadsides and ! 151: finding angles. ! 152: .I Sail ! 153: uses no floating point, by the way, so the direction routines are rather ! 154: tricky. ! 155: Ed Wang rewrote my angle() routine in 1981 to be more correct (although ! 156: it still doesn't work perfectly), and he added code to let a player select ! 157: which ship he wanted at the start of the game (instead of the first one ! 158: available). ! 159: .PP ! 160: Captain Happy (Craig Leres) is responsible for making ! 161: .I Sail ! 162: portable for the first time. This was no easy task, by the way. Constants ! 163: like 2 and 10 were very frequent in the code. I also became famous for ! 164: using "Riggle Memorial Structures" in ! 165: .I Sail. ! 166: Many of my structure references are so long that they run off the line ! 167: printer page. Here is an example, if you promise not to laugh. ! 168: .br ! 169: .sp ! 170: .ce ! 171: specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts ! 172: .br ! 173: .sp ! 174: .PP ! 175: .I Sail ! 176: received its fourth and most thorough rewrite in the summer and fall ! 177: of 1983. Ed Wang rewrote and modularized the code (a monumental feat) ! 178: almost from scratch. Although he introduced many new bugs, the final ! 179: result was very much cleaner and (?) faster. He added window movement ! 180: commands and find ship commands. ! 181: .SH HISTORICAL INFO ! 182: Old Square Riggers were very maneuverable ships capable of intricate ! 183: sailing. Their only disadvantage was an inability to sail very ! 184: close to the wind. The design of a wooden ship allowed only for the ! 185: guns to bear to the left and right sides. A few guns of small ! 186: aspect (usually 6 or 9 pounders) could point forward, but their ! 187: effect was small compared to a 68 gun broadside of 24 or 32 pounders. ! 188: The guns bear approximately like so: ! 189: .nf ! 190: ! 191: \\ ! 192: b---------------- ! 193: ---0 ! 194: \\ ! 195: \\ ! 196: \\ up to a range of ten (for round shot) ! 197: \\ ! 198: \\ ! 199: \\ ! 200: ! 201: .fi ! 202: An interesting phenomenon occurred when a broadside was fired ! 203: down the length of an enemy ship. The shot tended to bounce along ! 204: the deck and did several times more damage. This phenomenon was called ! 205: a rake. Because the bows of a ship are very strong and present a smaller ! 206: target than the stern, a stern rake (firing from the stern to the bow) causes ! 207: more damage than a bow rake. ! 208: .nf ! 209: ! 210: b ! 211: 00 ---- Stern rake! ! 212: a ! 213: ! 214: .fi ! 215: Most ships were equipped with carronades, which were very large, close ! 216: range cannons. American ships from the revolution until the War of 1812 ! 217: were almost entirely armed with carronades. ! 218: .PP ! 219: The period of history covered in ! 220: .I Sail ! 221: is approximately from the 1770's until the end of Napoleanic France in 1815. ! 222: There are many excellent books about the age of sail. My favorite author ! 223: is Captain Frederick Marryat. More contemporary authors include C.S. Forester ! 224: and Alexander Kent. ! 225: .PP ! 226: Fighting ships came in several sizes classed by armament. The mainstays of ! 227: any fleet were its "Ships of the Line", or "Line of Battle Ships". They ! 228: were so named because these ships fought together in great lines. They were ! 229: close enough for mutual support, yet every ship could fire both its broadsides. ! 230: We get the modern words "ocean liner," or "liner," and "battleship" from ! 231: "ship of the line." The most common size was the the 74 gun two decked ! 232: ship of the line. The two gun decks usually mounted 18 and 24 pounder guns. ! 233: .PP ! 234: The pride of the fleet were the first rates. These were huge three decked ! 235: ships of the line mounting 80 to 136 guns. The guns in the three tiers ! 236: were usually 18, 24, and 32 pounders in that order from top to bottom. ! 237: .PP ! 238: Various other ships came next. They were almost all "razees," or ships ! 239: of the line with one deck sawed off. They mounted 40-64 guns and were ! 240: a poor cross between a frigate and a line of battle ship. They neither ! 241: had the speed of the former nor the firepower of the latter. ! 242: .PP ! 243: Next came the "eyes of the fleet." Frigates came in many sizes mounting ! 244: anywhere from 32 to 44 guns. They were very handy vessels. They could ! 245: outsail anything bigger and outshoot anything smaller. Frigates didn't ! 246: fight in lines of battle as the much bigger 74's did. Instead, they ! 247: harassed the enemy's rear or captured crippled ships. They were much ! 248: more useful in missions away from the fleet, such as cutting out expeditions ! 249: or boat actions. They could hit hard and get away fast. ! 250: .PP ! 251: Lastly, there were the corvettes, sloops, and brigs. These were smaller ! 252: ships mounting typically fewer than 20 guns. A corvette was only slightly ! 253: smaller than a frigate, so one might have up to 30 guns. Sloops were used ! 254: for carrying dispatches or passengers. Brigs were something you built for ! 255: land-locked lakes. ! 256: .SH SAIL PARTICULARS ! 257: Ships in ! 258: .I Sail ! 259: are represented by two characters. One character represents the bow of ! 260: the ship, and the other represents the stern. Ships have nationalities ! 261: and numbers. The first ship of a nationality is number 0, the second ! 262: number 1, etc. Therefore, the first British ship in a game would be ! 263: printed as "b0". The second Brit would be "b1", and the fifth Don ! 264: would be "s4". ! 265: .PP ! 266: Ships can set normal sails, called Battle Sails, or bend on extra canvas ! 267: called Full Sails. A ship under full sail is a beautiful sight indeed, ! 268: and it can move much faster than a ship under Battle Sails. The only ! 269: trouble is, with full sails set, there is so much tension on sail and ! 270: rigging that a well aimed round shot can burst a sail into ribbons where ! 271: it would only cause a little hole in a loose sail. For this reason, ! 272: rigging damage is doubled on a ship with full sails set. Don't let ! 273: that discourage you from using full sails. I like to keep them up ! 274: right into the heat of battle. A ship ! 275: with full sails set has a capital letter for its nationality. E.g. ! 276: a Frog, "f0", with full sails set would be printed as "F0". ! 277: .PP ! 278: When a ship is battered into a listing hulk, the last man aboard "strikes ! 279: the colors." This ceremony is the ship's formal surrender. The nationality ! 280: character ! 281: of a surrendered ship is printed as "!". E.g. the Frog of our last example ! 282: would soon be "!0". ! 283: .PP ! 284: A ship has a random chance of catching fire or sinking when it reaches the ! 285: stage of listing hulk. A sinking ship has a "~" printed for its nationality, ! 286: and a ship on fire and about to explode has a "#" printed. ! 287: .PP ! 288: Captured ships become the nationality of the prize crew. Therefore, if ! 289: an American ship captures a British ship, the British ship will have an ! 290: "a" printed for its nationality. In addition, the ship number is changed ! 291: to "&","'", "(", ,")", "*", or "+" depending upon the original number, ! 292: be it 0,1,2,3,4, or 5. E.g. the "b0" captured by an American becomes the ! 293: "a&". The "s4" captured by a Frog becomes the "f*". ! 294: .PP ! 295: The ultimate example is, of course, an exploding Brit captured by an ! 296: American: "#&". ! 297: .SH MOVEMENT ! 298: Movement is the most confusing part of ! 299: .I Sail ! 300: to many. Ships can head in 8 directions: ! 301: .nf ! 302: ! 303: 0 0 0 ! 304: b b b0 b b b 0b b ! 305: 0 0 0 ! 306: ! 307: .fi ! 308: The stern of a ship moves when it turns. The bow remains stationary. ! 309: Ships can always turn, regardless of the wind (unless they are becalmed). ! 310: All ships drift when they lose headway. If a ship doesn't move forward ! 311: at all for two turns, it will begin to drift. If a ship has begun to ! 312: drift, then it must move forward before it turns, if it plans to do ! 313: more than make a right or left turn, which is always possible. ! 314: .PP ! 315: Movement commands to ! 316: .I Sail ! 317: are a string of forward moves and turns. An example is "l3". It will ! 318: turn a ship left and then move it ahead 3 spaces. In the drawing above, ! 319: the "b0" made 7 successive left turns. When ! 320: .I Sail ! 321: prompts you for a move, it prints three characters of import. E.g. ! 322: .nf ! 323: move (7, 4): ! 324: .fi ! 325: The first number is the maximum number of moves you can make, ! 326: including turns. The second number is the maximum number of turns ! 327: you can make. Between the numbers is sometimes printed a quote "'". ! 328: If the quote is present, it means that your ship has been drifting, and ! 329: you must move ahead to regain headway before you turn (see note above). ! 330: Some of the possible moves for the example above are as follows: ! 331: .nf ! 332: ! 333: move (7, 4): 7 ! 334: move (7, 4): 1 ! 335: move (7, 4): d /* drift, or do nothing */ ! 336: move (7, 4): 6r ! 337: move (7, 4): 5r1 ! 338: move (7, 4): 4r1r ! 339: move (7, 4): l1r1r2 ! 340: move (7, 4): 1r1r1r1 ! 341: ! 342: .fi ! 343: Because square riggers performed so poorly sailing into the wind, if at ! 344: any point in a movement command you turn into the wind, the movement stops ! 345: there. E.g. ! 346: .nf ! 347: ! 348: move (7, 4): l1l4 ! 349: Movement Error; ! 350: Helm: l1l ! 351: ! 352: .fi ! 353: Moreover, whenever you make a turn, your movement allowance drops to ! 354: min(what's left, what you would have at the new attitude). In short, ! 355: if you turn closer to the wind, you most likely won't be able to sail the ! 356: full allowance printed in the "move" prompt. ! 357: .PP ! 358: Old sailing captains had to keep an eye constantly on the wind. Captains ! 359: in ! 360: .I Sail ! 361: are no different. A ship's ability to move depends on its attitide to the ! 362: wind. The best angle possible is to have the wind off your quarter, that is, ! 363: just off the stern. The direction rose on the side of the screen gives the ! 364: possible movements for your ship at all positions to the wind. Battle ! 365: sail speeds are given first, and full sail speeds are given in parenthesis. ! 366: .nf ! 367: ! 368: 0 1(2) ! 369: \\|/ ! 370: -^-3(6) ! 371: /|\\ ! 372: | 4(7) ! 373: 3(6) ! 374: ! 375: .fi ! 376: Pretend the bow of your ship (the "^") is pointing upward and the wind is ! 377: blowing from the bottom to the top of the page. The ! 378: numbers at the bottom "3(6)" will be your speed under battle or full ! 379: sails in such a situation. If the wind is off your quarter, then you ! 380: can move "4(7)". If the wind is off your beam, "3(6)". If the wind is ! 381: off your bow, then you can only move "1(2)". Facing into the wind, you ! 382: can't move at all. Ships facing into the wind were said to be "in irons". ! 383: .SH WINDSPEED AND DIRECTION ! 384: The windspeed and direction is displayed as a little weather vane on the ! 385: side of the screen. The number in the middle of the vane indicates the wind ! 386: speed, and the + to - indicates the wind direction. The wind blows from ! 387: the + sign (high pressure) to the - sign (low pressure). E.g. ! 388: .nf ! 389: ! 390: | ! 391: 3 ! 392: + ! 393: ! 394: .fi ! 395: .PP ! 396: The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze, ! 397: 3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane. ! 398: If a hurricane shows up, all ships are destroyed. ! 399: .SH GRAPPLING AND FOULING ! 400: If two ships collide, they run the risk of becoming tangled together. This ! 401: is called "fouling." Fouled ships are stuck together, and neither can move. ! 402: They can unfoul each other if they want to. Boarding parties can only be ! 403: sent across to ships when the antagonists are either fouled or grappled. ! 404: .PP ! 405: Ships can grapple each other by throwing grapnels into the rigging of ! 406: the other. ! 407: .PP ! 408: The number of fouls and grapples you have are displayed on the upper ! 409: right of the screen. ! 410: .SH BOARDING ! 411: Boarding was a very costly venture in terms of human life. Boarding parties ! 412: may be formed in ! 413: .I Sail ! 414: to either board an enemy ship or to defend your own ship against attack. ! 415: Men organized as Defensive Boarding Parties fight twice as hard to save ! 416: their ship as men left unorganized. ! 417: .PP ! 418: The boarding strength of a crew depends upon its quality and upon the ! 419: number of men sent. ! 420: .SH CREW QUALITY ! 421: The British seaman was world renowned for his sailing abilities. American ! 422: sailors, however, were actually the best seamen in the world. Because the ! 423: American Navy offered twice the wages of the Royal Navy, British seamen ! 424: who liked the sea defected to America by the thousands. ! 425: .PP ! 426: In ! 427: .I Sail, ! 428: crew quality is quantized into 5 energy levels. "Elite" crews can outshoot ! 429: and outfight all other sailors. "Crack" crews are next. "Mundane" crews ! 430: are average, and "Green" and "Mutinous" crews are below average. A good ! 431: rule of thumb is that "Crack" or "Elite" crews get one extra hit ! 432: per broadside compared to "Mundane" crews. Don't expect too much from ! 433: "Green" crews. ! 434: .SH BROADSIDES ! 435: Your two broadsides may be loaded with four kinds of shot: grape, chain, ! 436: round, and double. You have guns and carronades in both the port and starboard ! 437: batteries. Carronades only have a range of two, so you have to get in ! 438: close to be able to fire them. You have the choice of firing at the hull ! 439: or rigging of another ship. If the range of the ship is greater than 6, ! 440: then you may only shoot at the rigging. ! 441: .PP ! 442: The types of shot and their advantages are: ! 443: .SH ROUND ! 444: Range of 10. Good for hull or rigging hits. ! 445: .SH DOUBLE ! 446: Range of 1. Extra good for hull or rigging hits. ! 447: Double takes two turns to load. ! 448: .SH CHAIN ! 449: Range of 3. Excellent for tearing down rigging. ! 450: Cannot damage hull or guns, though. ! 451: .SH GRAPE ! 452: Range of 1. Sometimes devastating against enemy crews. ! 453: .PP ! 454: On the side of the screen is displayed some vital information about your ! 455: ship: ! 456: .nf ! 457: ! 458: Load D! R! ! 459: Hull 9 ! 460: Crew 4 4 2 ! 461: Guns 4 4 ! 462: Carr 2 2 ! 463: Rigg 5 5 5 5 ! 464: ! 465: .fi ! 466: "Load" shows what your port (left) and starboard (right) broadsides are ! 467: loaded with. A "!" after the type of shot indicates that it is an initial ! 468: broadside. Initial broadside were loaded with care before battle and before ! 469: the decks ran red with blood. As a consequence, initial broadsides are a ! 470: little more effective than broadsides loaded later. A "*" after the type of ! 471: shot indicates that the gun ! 472: crews are still loading it, and you cannot fire yet. "Hull" shows how much ! 473: hull you have left. "Crew" shows your three sections of crew. As your ! 474: crew dies off, your ability to fire decreases. "Guns" and "Carr" show ! 475: your port and starboard guns. As you lose guns, your ability to fire ! 476: decreases. "Rigg" shows how much rigging you have on your 3 or 4 masts. ! 477: As rigging is shot away, you lose mobility. ! 478: .SH EFFECTIVENESS OF FIRE ! 479: It is very dramatic when a ship fires its thunderous broadsides, but the ! 480: mere opportunity to fire them does not guarantee any hits. Many factors ! 481: influence the destructive force of a broadside. First of all, and the chief ! 482: factor, is distance. It is harder to hit a ship at range ten than it is ! 483: to hit one sloshing alongside. Next is raking. Raking fire, as ! 484: mentioned before, ! 485: can sometimes dismast a ship at range ten. Next, crew size and quality affects ! 486: the damage done by a broadside. The number of guns firing also bears on the ! 487: point, ! 488: so to speak. Lastly, weather affects the accuracy of a broadside. If the ! 489: seas are high (5 or 6), then the lower gunports of ships of the line can't ! 490: even be opened to run out the guns. This gives frigates and other flush ! 491: decked vessels an advantage in a storm. The scenario ! 492: .I Pellew vs. The Droits de L'Homme ! 493: takes advantage of this peculiar circumstance. ! 494: .SH REPAIRS ! 495: Repairs may be made to your Hull, Guns, and Rigging at the slow rate of ! 496: two points per three turns. The message "Repairs Completed" will be ! 497: printed if no more repairs can be made. ! 498: .SH PECULIARITIES OF COMPUTER SHIPS ! 499: Computer ships in ! 500: .I Sail ! 501: follow all the rules above with a few exceptions. Computer ships never ! 502: repair damage. If they did, the players could never beat them. They ! 503: play well enough as it is. As a consolation, the computer ships can fire double ! 504: shot every turn. That fluke is a good reason to keep your distance. The ! 505: .I ! 506: Driver ! 507: figures out the moves of the computer ships. It computes them with a typical ! 508: A.I. distance function and a depth first search to find the maximum "score." ! 509: It seems to work fairly well, although I'll be the first to admit it isn't ! 510: perfect. ! 511: .SH HOW TO PLAY ! 512: Commands are given to ! 513: .I Sail ! 514: by typing a single character. You will then be prompted for further ! 515: input. A brief summary of the commands follows. ! 516: .bp ! 517: .SH COMMAND SUMMARY ! 518: .nf ! 519: ! 520: 'f' Fire broadsides if they bear ! 521: 'l' Reload ! 522: 'L' Unload broadsides (to change ammo) ! 523: 'm' Move ! 524: 'i' Print the closest ship ! 525: 'I' Print all ships ! 526: 'F' Find a particular ship or ships (e.g. "a?" for all Americans) ! 527: 's' Send a message around the fleet ! 528: 'b' Attempt to board an enemy ship ! 529: 'B' Recall boarding parties ! 530: 'c' Change set of sail ! 531: 'r' Repair ! 532: 'u' Attempt to unfoul ! 533: 'g' Grapple/ungrapple ! 534: 'v' Print version number of game ! 535: '^L' Redraw screen ! 536: 'Q' Quit ! 537: ! 538: 'C' Center your ship in the window ! 539: 'U' Move window up ! 540: 'D','N' Move window down ! 541: 'H' Move window left ! 542: 'J' Move window right ! 543: 'S' Toggle window to follow your ship or stay where it is ! 544: ! 545: .fi ! 546: .bg ! 547: .SH SCENARIOS ! 548: Here is a summary of the scenarios in ! 549: .I Sail: ! 550: ! 551: .br ! 552: .SH Ranger vs. Drake: ! 553: .nf ! 554: Wind from the N, blowing a fresh breeze. ! 555: ! 556: (a) Ranger 19 gun Sloop (crack crew) (7 pts) ! 557: (b) Drake 17 gun Sloop (crack crew) (6 pts) ! 558: .SH The Battle of Flamborough Head: ! 559: .nf ! 560: Wind from the S, blowing a fresh breeze. ! 561: ! 562: .fi ! 563: This is John Paul Jones' first famous battle. Aboard the Bonhomme ! 564: Richard, he was able to overcome the Serapis's greater firepower ! 565: by quickly boarding her. ! 566: .nf ! 567: ! 568: (a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts) ! 569: (b) Serapis 44 gun Frigate (crack crew) (12 pts) ! 570: .SH Arbuthnot and Des Touches: ! 571: .nf ! 572: Wind from the N, blowing a gale. ! 573: ! 574: (b) America 64 gun Ship of the Line (crack crew) (20 pts) ! 575: (b) Befford 74 gun Ship of the Line (crack crew) (26 pts) ! 576: (b) Adamant 50 gun Ship of the Line (crack crew) (17 pts) ! 577: (b) London 98 gun 3 Decker SOL (crack crew) (28 pts) ! 578: (b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts) ! 579: (f) Neptune 74 gun Ship of the Line (average crew) (24 pts) ! 580: (f) Duc Bougogne 80 gun 3 Decker SOL (average crew) (27 pts) ! 581: (f) Conquerant 74 gun Ship of the Line (average crew) (24 pts) ! 582: (f) Provence 64 gun Ship of the Line (average crew) (18 pts) ! 583: (f) Romulus 44 gun Ship of the Line (average crew) (10 pts) ! 584: .SH Suffren and Hughes: ! 585: .nf ! 586: ! 587: Wind from the S, blowing a fresh breeze. ! 588: ! 589: (b) Monmouth 74 gun Ship of the Line (average crew) (24 pts) ! 590: (b) Hero 74 gun Ship of the Line (crack crew) (26 pts) ! 591: (b) Isis 50 gun Ship of the Line (crack crew) (17 pts) ! 592: (b) Superb 74 gun Ship of the Line (crack crew) (27 pts) ! 593: (b) Burford 74 gun Ship of the Line (average crew) (24 pts) ! 594: (f) Flamband 50 gun Ship of the Line (average crew) (14 pts) ! 595: (f) Annibal 74 gun Ship of the Line (average crew) (24 pts) ! 596: (f) Severe 64 gun Ship of the Line (average crew) (18 pts) ! 597: (f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts) ! 598: (f) Sphinx 80 gun Ship of the Line (average crew) (27 pts) ! 599: .SH Nymphe vs. Cleopatre: ! 600: .nf ! 601: Wind from the S, blowing a fresh breeze. ! 602: ! 603: (b) Nymphe 36 gun Frigate (crack crew) (11 pts) ! 604: (f) Cleopatre 36 gun Frigate (average crew) (10 pts) ! 605: .SH Mars vs. Hercule: ! 606: Wind from the S, blowing a fresh breeze. ! 607: .nf ! 608: (b) Mars 74 gun Ship of the Line (crack crew) (26 pts) ! 609: (f) Hercule 74 gun Ship of the Line (average crew) (23 pts) ! 610: .SH Ambuscade vs. Baionnaise: ! 611: .nf ! 612: Wind from the N, blowing a fresh breeze. ! 613: ! 614: (b) Ambuscade 32 gun Frigate (average crew) (9 pts) ! 615: (f) Baionnaise 24 gun Corvette (average crew) (9 pts) ! 616: .SH Constellation vs. Insurgent: ! 617: .nf ! 618: Wind from the S, blowing a gale. ! 619: ! 620: (a) Constellation 38 gun Corvette (elite crew) (17 pts) ! 621: (f) Insurgent 36 gun Corvette (average crew) (11 pts) ! 622: .SH Constellation vs. Vengeance: ! 623: .nf ! 624: Wind from the S, blowing a fresh breeze. ! 625: ! 626: (a) Constellation 38 gun Corvette (elite crew) (17 pts) ! 627: (f) Vengeance 40 gun Frigate (average crew) (15 pts) ! 628: .SH The Battle of Lissa: ! 629: .nf ! 630: Wind from the S, blowing a fresh breeze. ! 631: ! 632: (b) Amphion 32 gun Frigate (elite crew) (13 pts) ! 633: (b) Active 38 gun Frigate (elite crew) (18 pts) ! 634: (b) Volage 22 gun Frigate (elite crew) (11 pts) ! 635: (b) Cerberus 32 gun Frigate (elite crew) (13 pts) ! 636: (f) Favorite 40 gun Frigate (average crew) (15 pts) ! 637: (f) Flore 40 gun Frigate (average crew) (15 pts) ! 638: (f) Danae 40 gun Frigate (crack crew) (17 pts) ! 639: (f) Bellona 32 gun Frigate (green crew) (9 pts) ! 640: (f) Corona 40 gun Frigate (green crew) (12 pts) ! 641: (f) Carolina 32 gun Frigate (green crew) (7 pts) ! 642: .SH Constitution vs. Guerriere: ! 643: .nf ! 644: Wind from the SW, blowing a gale. ! 645: ! 646: (a) Constitution 44 gun Corvette (elite crew) (24 pts) ! 647: (b) Guerriere 38 gun Frigate (crack crew) (15 pts) ! 648: .SH United States vs. Macedonian: ! 649: .nf ! 650: Wind from the S, blowing a fresh breeze. ! 651: ! 652: (a) United States 44 gun Frigate (elite crew) (24 pts) ! 653: (b) Macedonian 38 gun Frigate (crack crew) (16 pts) ! 654: .SH Constitution vs. Java: ! 655: .nf ! 656: Wind from the S, blowing a fresh breeze. ! 657: ! 658: (a) Constitution 44 gun Corvette (elite crew) (24 pts) ! 659: (b) Java 38 gun Corvette (crack crew) (19 pts) ! 660: .SH Chesapeake vs. Shannon: ! 661: .nf ! 662: Wind from the S, blowing a fresh breeze. ! 663: ! 664: (a) Chesapeake 38 gun Frigate (average crew) (14 pts) ! 665: (b) Shannon 38 gun Frigate (elite crew) (17 pts) ! 666: .SH The Battle of Lake Erie: ! 667: .nf ! 668: Wind from the S, blowing a light breeze. ! 669: ! 670: (a) Lawrence 20 gun Sloop (crack crew) (9 pts) ! 671: (a) Niagara 20 gun Sloop (elite crew) (12 pts) ! 672: (b) Lady Prevost 13 gun Brig (crack crew) (5 pts) ! 673: (b) Detroit 19 gun Sloop (crack crew) (7 pts) ! 674: (b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts) ! 675: .SH Wasp vs. Reindeer: ! 676: .nf ! 677: Wind from the S, blowing a light breeze. ! 678: ! 679: (a) Wasp 20 gun Sloop (elite crew) (12 pts) ! 680: (b) Reindeer 18 gun Sloop (elite crew) (9 pts) ! 681: .SH Constitution vs. Cyane and Levant: ! 682: .br ! 683: Wind from the S, blowing a moderate breeze. ! 684: ! 685: (a) Constitution 44 gun Corvette (elite crew) (24 pts) ! 686: (b) Cyane 24 gun Sloop (crack crew) (11 pts) ! 687: (b) Levant 20 gun Sloop (crack crew) (10 pts) ! 688: .br ! 689: .SH Pellew vs. Droits de L'Homme: ! 690: .nf ! 691: Wind from the N, blowing a gale. ! 692: ! 693: (b) Indefatigable 44 gun Frigate (elite crew) (14 pts) ! 694: (b) Amazon 36 gun Frigate (crack crew) (14 pts) ! 695: (f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts) ! 696: .SH Algeciras: ! 697: .nf ! 698: Wind from the SW, blowing a moderate breeze. ! 699: ! 700: (b) Caesar 80 gun Ship of the Line (crack crew) (31 pts) ! 701: (b) Pompee 74 gun Ship of the Line (crack crew) (27 pts) ! 702: (b) Spencer 74 gun Ship of the Line (crack crew) (26 pts) ! 703: (b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts) ! 704: (s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts) ! 705: (s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts) ! 706: (s) Argonauta 80 gun Ship of the Line (green crew) (23 pts) ! 707: (s) San Augustine 74 gun Ship of the Line (green crew) (20 pts) ! 708: (f) Indomptable 80 gun Ship of the Line (average crew) (27 pts) ! 709: (f) Desaix 74 gun Ship of the Line (average crew) (24 pts) ! 710: .SH Lake Champlain: ! 711: .nf ! 712: Wind from the N, blowing a fresh breeze. ! 713: ! 714: (a) Saratoga 26 gun Sloop (crack crew) (12 pts) ! 715: (a) Eagle 20 gun Sloop (crack crew) (11 pts) ! 716: (a) Ticonderoga 17 gun Sloop (crack crew) (9 pts) ! 717: (a) Preble 7 gun Brig (crack crew) (4 pts) ! 718: (b) Confiance 37 gun Frigate (crack crew) (14 pts) ! 719: (b) Linnet 16 gun Sloop (elite crew) (10 pts) ! 720: (b) Chubb 11 gun Brig (crack crew) (5 pts) ! 721: .SH Last Voyage of the USS President: ! 722: .nf ! 723: Wind from the N, blowing a fresh breeze. ! 724: ! 725: (a) President 44 gun Frigate (elite crew) (24 pts) ! 726: (b) Endymion 40 gun Frigate (crack crew) (17 pts) ! 727: (b) Pomone 44 gun Frigate (crack crew) (20 pts) ! 728: (b) Tenedos 38 gun Frigate (crack crew) (15 pts) ! 729: .SH Hornblower and the Natividad: ! 730: .nf ! 731: Wind from the E, blowing a gale. ! 732: ! 733: .fi ! 734: A scenario for you Horny fans. Remember, he sank the Natividad ! 735: against heavy odds and winds. Hint: don't try to board the Natividad, ! 736: her crew is much bigger, albeit green. ! 737: .nf ! 738: ! 739: (b) Lydia 36 gun Frigate (elite crew) (13 pts) ! 740: (s) Natividad 50 gun Ship of the Line (green crew) (14 pts) ! 741: .SH Curse of the Flying Dutchman: ! 742: .nf ! 743: Wind from the S, blowing a fresh breeze. ! 744: ! 745: Just for fun, take the Piece of cake. ! 746: ! 747: (s) Piece of Cake 24 gun Corvette (average crew) (9 pts) ! 748: (f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts) ! 749: .SH The South Pacific: ! 750: .nf ! 751: Wind from the S, blowing a strong breeze. ! 752: ! 753: (a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts) ! 754: (b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts) ! 755: (s) Australian 32 gun Frigate (average crew) (9 pts) ! 756: (f) Bikini Atoll 7 gun Brig (crack crew) (4 pts) ! 757: .SH Hornblower and the battle of Rosas bay: ! 758: .nf ! 759: Wind from the E, blowing a fresh breeze. ! 760: ! 761: The only battle Hornblower ever lost. He was able to dismast one ! 762: ship and stern rake the others though. See if you can do as well. ! 763: .nf ! 764: ! 765: (b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts) ! 766: (f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts) ! 767: (f) Nightmare 74 gun Ship of the Line (average crew) (24 pts) ! 768: (f) Paris 112 gun 3 Decker SOL (green crew) (27 pts) ! 769: (f) Napolean 74 gun Ship of the Line (green crew) (20 pts) ! 770: .SH Cape Horn: ! 771: .nf ! 772: Wind from the NE, blowing a strong breeze. ! 773: ! 774: (a) Concord 80 gun Ship of the Line (average crew) (27 pts) ! 775: (a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts) ! 776: (b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts) ! 777: (s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts) ! 778: (f) Musket 80 gun 3 Decker SOL (average crew) (27 pts) ! 779: .SH New Orleans: ! 780: .nf ! 781: Wind from the SE, blowing a fresh breeze. ! 782: ! 783: Watch that little Cypress go! ! 784: ! 785: (a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts) ! 786: (b) Firefly 74 gun Ship of the Line (crack crew) (27 pts) ! 787: (b) Cypress 44 gun Frigate (elite crew) (14 pts) ! 788: .SH Botany Bay: ! 789: .nf ! 790: Wind from the N, blowing a fresh breeze. ! 791: ! 792: (b) Shark 64 gun Ship of the Line (average crew) (18 pts) ! 793: (f) Coral Snake 44 gun Corvette (elite crew) (24 pts) ! 794: (f) Sea Lion 44 gun Frigate (elite crew) (24 pts) ! 795: .SH Voyage to the Bottom of the Sea: ! 796: .nf ! 797: Wind from the NW, blowing a fresh breeze. ! 798: ! 799: This one is dedicated to Richard Basehart and David Hedison. ! 800: ! 801: (a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts) ! 802: (a) Flying Sub 40 gun Frigate (crack crew) (17 pts) ! 803: (b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts) ! 804: (s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts) ! 805: .SH Frigate Action: ! 806: .nf ! 807: Wind from the E, blowing a fresh breeze. ! 808: ! 809: (a) Killdeer 40 gun Frigate (average crew) (15 pts) ! 810: (b) Sandpiper 40 gun Frigate (average crew) (15 pts) ! 811: (s) Curlew 38 gun Frigate (crack crew) (16 pts) ! 812: .SH The Battle of Midway: ! 813: .nf ! 814: Wind from the E, blowing a moderate breeze. ! 815: ! 816: (a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts) ! 817: (a) Yorktown 80 gun Ship of the Line (average crew) (27 pts) ! 818: (a) Hornet 74 gun Ship of the Line (average crew) (24 pts) ! 819: (j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts) ! 820: (j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts) ! 821: (j) Soryu 80 gun Ship of the Line (green crew) (23 pts) ! 822: ! 823: .SH Star Trek: ! 824: .nf ! 825: Wind from the S, blowing a fresh breeze. ! 826: ! 827: (a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts) ! 828: (a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts) ! 829: (a) Reliant 450 gun Ship of the Line (elite crew) (75 pts) ! 830: (a) Galileo 450 gun Ship of the Line (elite crew) (75 pts) ! 831: (k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts) ! 832: (k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts) ! 833: (o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts) ! 834: (o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts) ! 835: ! 836: .SH CONCLUSION ! 837: ! 838: .I Sail ! 839: has been a group effort. ! 840: ! 841: .SH "Ken Arnold Code" ! 842: curses library (pu!) ! 843: .SH AUTHOR ! 844: Dave Riggle ! 845: .SH CO-AUTHOR ! 846: Ed Wang ! 847: .SH REFITTING ! 848: Craig Leres ! 849: .SH CONSULTANTS ! 850: .nf ! 851: Chris Guthrie ! 852: Captain Happy ! 853: Horatio Nelson ! 854: Nancy Reagan ! 855: and many valiant others... ! 856: .fi ! 857: .SH "REFERENCES" ! 858: .nf ! 859: Wooden Ships & Iron Men, by Avalon Hill ! 860: Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester ! 861: Captain Richard Bolitho Novels, (12 of them) by Alexander Kent ! 862: The Complete Works of Captain Frederick Marryat, (about 20) especially ! 863: Mr. Midshipman Easy ! 864: Peter Simple ! 865: Jacob Faithful ! 866: Japhet in Search of a Father ! 867: Snarleyyow, or The Dog Fiend ! 868: Frank Mildmay, or The Naval Officer ! 869: .fi ! 870: .SH "SEE ALSO" ! 871: midway(PUBLIC) ! 872: .SH BUGS ! 873: Probably a few, and please report them to "riggle@ernie" and "edward@arpa."
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