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1.1 ! root 1: .\" Copyright (c) 1988 Regents of the University of California. ! 2: .\" All rights reserved. ! 3: .\" ! 4: .\" Redistribution and use in source and binary forms are permitted provided ! 5: .\" that: (1) source distributions retain this entire copyright notice and ! 6: .\" comment, and (2) distributions including binaries display the following ! 7: .\" acknowledgement: ``This product includes software developed by the ! 8: .\" University of California, Berkeley and its contributors'' in the ! 9: .\" documentation or other materials provided with the distribution and in ! 10: .\" all advertising materials mentioning features or use of this software. ! 11: .\" Neither the name of the University nor the names of its contributors may ! 12: .\" be used to endorse or promote products derived from this software without ! 13: .\" specific prior written permission. ! 14: .\" THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR IMPLIED ! 15: .\" WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF ! 16: .\" MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. ! 17: .\" ! 18: .\" @(#)sail.6 5.6 (Berkeley) 6/23/90 ! 19: .\" ! 20: .TH SAIL 6 "June 23, 1990" ! 21: .UC 4 ! 22: .SH NAME ! 23: sail \- multi-user wooden ships and iron men ! 24: .SH SYNOPSIS ! 25: .B sail ! 26: [ ! 27: .B \-s ! 28: [ ! 29: .B \-l ! 30: ] ] [ ! 31: .B \-x ! 32: ] [ ! 33: .B \-b ! 34: ] [ ! 35: .B num ! 36: ] ! 37: .br ! 38: .fi ! 39: .SH DESCRIPTION ! 40: .I Sail ! 41: is a computer version of Avalon Hill's game of fighting sail ! 42: originally developed by S. Craig Taylor. ! 43: .PP ! 44: Players of ! 45: .I Sail ! 46: take command of an old fashioned Man of War and fight other ! 47: players or the computer. They may re-enact one of the many ! 48: historical sea battles recorded in the game, or they can choose ! 49: a fictional battle. ! 50: .PP ! 51: As a sea captain in the ! 52: .I Sail ! 53: Navy, the player has complete control over the workings of his ship. ! 54: He must order every maneuver, change the set of his sails, and judge the ! 55: right moment to let loose the terrible destruction of his broadsides. ! 56: In addition to fighting the enemy, he must harness the powers of the wind ! 57: and sea to make them work for him. The outcome of many battles during the ! 58: age of sail was decided by the ability of one captain to hold the `weather ! 59: gage.' ! 60: .PP ! 61: The flags are: ! 62: .TP ! 63: .B \-s ! 64: Print the names and ships of the top ten sailors. ! 65: .TP ! 66: .B \-l ! 67: Show the login name. Only effective with \fB-s\fP. ! 68: .TP ! 69: .B \-x ! 70: Play the first available ship instead of prompting for a choice. ! 71: .TP ! 72: .B \-b ! 73: No bells. ! 74: .SH IMPLEMENTATION ! 75: .I Sail ! 76: is really two programs in one. Each player starts up a process which ! 77: runs his own ship. In addition, a ! 78: .I driver ! 79: process is forked (by the first player) to run the computer ships ! 80: and take care of global bookkeeping. ! 81: .PP ! 82: Because the ! 83: .I driver ! 84: must calculate moves for each ship it controls, the ! 85: more ships the computer is playing, the slower the game will appear. ! 86: .PP ! 87: If a player joins a game in progress, he will synchronize ! 88: with the other players (a rather slow process for everyone), and ! 89: then he may play along with the rest. ! 90: .PP ! 91: To implement a multi-user game in Version 7 UNIX, which was the operating ! 92: system ! 93: .I Sail ! 94: was first written under, the communicating processes must use a common ! 95: temporary file as a place to read and write messages. In addition, a ! 96: locking mechanism must be provided to ensure exclusive access to the ! 97: shared file. For example, ! 98: .I Sail ! 99: uses a temporary file named /tmp/#sailsink.21 for scenario 21, and ! 100: corresponding file names for the other scenarios. To provide exclusive ! 101: access to the temporary file, ! 102: .I Sail ! 103: uses a technique stolen from an old game called "pubcaves" by Jeff Cohen. ! 104: Processes do a busy wait in the loop ! 105: .br ! 106: .sp ! 107: .ce 2 ! 108: for (n = 0; link(sync_file, sync_lock) < 0 && n < 30; n++) ! 109: sleep(2); ! 110: .br ! 111: .sp ! 112: until they are able to create a link to a file named "/tmp/#saillock.??". ! 113: The "??" correspond to the scenario number of the game. Since UNIX ! 114: guarantees that a link will point to only one file, the process that succeeds ! 115: in linking will have exclusive access to the temporary file. ! 116: .PP ! 117: Whether or not this really works is open to speculation. When ucbmiro ! 118: was rebooted after a crash, the file system check program found 3 links ! 119: between the ! 120: .I Sail ! 121: temporary file and its link file. ! 122: .SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES ! 123: When players do something of global interest, such as moving or firing, ! 124: the driver must coordinate the action with the other ships in the game. ! 125: For example, if a player wants to move in a certain direction, he writes a ! 126: message into the temporary file requesting the driver to move his ship. ! 127: Each ``turn,'' the driver reads all the messages sent from the players and ! 128: decides what happened. It then writes back into the temporary file new ! 129: values of variables, etc. ! 130: .PP ! 131: The most noticeable effect this communication has on the game is the ! 132: delay in moving. Suppose a player types a move for his ship and hits ! 133: return. What happens then? The player process saves up messages to ! 134: be written to the temporary file in a buffer. Every 7 seconds or so, the ! 135: player process gets exclusive access to the temporary file and writes ! 136: out its buffer to the file. The driver, running asynchronously, must ! 137: read in the movement command, process it, and write out the results. This ! 138: takes two exclusive accesses to the temporary file. Finally, when the player ! 139: process gets around to doing another 7 second update, the results of the ! 140: move are displayed on the screen. Hence, every movement requires four ! 141: exclusive accesses to the temporary file (anywhere from 7 to 21 seconds ! 142: depending upon asynchrony) before the player sees the results of his moves. ! 143: .PP ! 144: In practice, the delays are not as annoying as they would appear. There ! 145: is room for "pipelining" in the movement. After the player writes out ! 146: a first movement message, a second movement command can then be issued. ! 147: The first message will be in the temporary file waiting for the driver, and ! 148: the second will be in the file buffer waiting to be written to the file. ! 149: Thus, by always typing moves a turn ahead of the time, the player can ! 150: sail around quite quickly. ! 151: .PP ! 152: If the player types several movement commands between two 7 second updates, ! 153: only the last movement command typed will be seen by the driver. Movement ! 154: commands within the same update "overwrite" each other, in a sense. ! 155: .SH THE HISTORY OF SAIL ! 156: I wrote the first version of ! 157: .I Sail ! 158: on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous, ! 159: not portable in any sense of the word, and didn't work. The program was not ! 160: very modular and had fseeks() and fwrites() every few lines. After a ! 161: tremendous rewrite from the top down, I got the first working version up by ! 162: 1981. There were several annoying bugs concerning firing broadsides and ! 163: finding angles. ! 164: .I Sail ! 165: uses no floating point, by the way, so the direction routines are rather ! 166: tricky. ! 167: Ed Wang rewrote my angle() routine in 1981 to be more correct (although ! 168: it still doesn't work perfectly), and he added code to let a player select ! 169: which ship he wanted at the start of the game (instead of the first one ! 170: available). ! 171: .PP ! 172: Captain Happy (Craig Leres) is responsible for making ! 173: .I Sail ! 174: portable for the first time. This was no easy task, by the way. Constants ! 175: like 2 and 10 were very frequent in the code. I also became famous for ! 176: using "Riggle Memorial Structures" in ! 177: .I Sail. ! 178: Many of my structure references are so long that they run off the line ! 179: printer page. Here is an example, if you promise not to laugh. ! 180: .br ! 181: .sp ! 182: .ce ! 183: specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts ! 184: .br ! 185: .sp ! 186: .PP ! 187: .I Sail ! 188: received its fourth and most thorough rewrite in the summer and fall ! 189: of 1983. Ed Wang rewrote and modularized the code (a monumental feat) ! 190: almost from scratch. Although he introduced many new bugs, the final ! 191: result was very much cleaner and (?) faster. He added window movement ! 192: commands and find ship commands. ! 193: .SH HISTORICAL INFO ! 194: Old Square Riggers were very maneuverable ships capable of intricate ! 195: sailing. Their only disadvantage was an inability to sail very ! 196: close to the wind. The design of a wooden ship allowed only for the ! 197: guns to bear to the left and right sides. A few guns of small ! 198: aspect (usually 6 or 9 pounders) could point forward, but their ! 199: effect was small compared to a 68 gun broadside of 24 or 32 pounders. ! 200: The guns bear approximately like so: ! 201: .nf ! 202: ! 203: \\ ! 204: b---------------- ! 205: ---0 ! 206: \\ ! 207: \\ ! 208: \\ up to a range of ten (for round shot) ! 209: \\ ! 210: \\ ! 211: \\ ! 212: ! 213: .fi ! 214: An interesting phenomenon occurred when a broadside was fired ! 215: down the length of an enemy ship. The shot tended to bounce along ! 216: the deck and did several times more damage. This phenomenon was called ! 217: a rake. Because the bows of a ship are very strong and present a smaller ! 218: target than the stern, a stern rake (firing from the stern to the bow) causes ! 219: more damage than a bow rake. ! 220: .nf ! 221: ! 222: b ! 223: 00 ---- Stern rake! ! 224: a ! 225: ! 226: .fi ! 227: Most ships were equipped with carronades, which were very large, close ! 228: range cannons. American ships from the revolution until the War of 1812 ! 229: were almost entirely armed with carronades. ! 230: .PP ! 231: The period of history covered in ! 232: .I Sail ! 233: is approximately from the 1770's until the end of Napoleanic France in 1815. ! 234: There are many excellent books about the age of sail. My favorite author ! 235: is Captain Frederick Marryat. More contemporary authors include C.S. Forester ! 236: and Alexander Kent. ! 237: .PP ! 238: Fighting ships came in several sizes classed by armament. The mainstays of ! 239: any fleet were its "Ships of the Line", or "Line of Battle Ships". They ! 240: were so named because these ships fought together in great lines. They were ! 241: close enough for mutual support, yet every ship could fire both its broadsides. ! 242: We get the modern words "ocean liner," or "liner," and "battleship" from ! 243: "ship of the line." The most common size was the the 74 gun two decked ! 244: ship of the line. The two gun decks usually mounted 18 and 24 pounder guns. ! 245: .PP ! 246: The pride of the fleet were the first rates. These were huge three decked ! 247: ships of the line mounting 80 to 136 guns. The guns in the three tiers ! 248: were usually 18, 24, and 32 pounders in that order from top to bottom. ! 249: .PP ! 250: Various other ships came next. They were almost all "razees," or ships ! 251: of the line with one deck sawed off. They mounted 40-64 guns and were ! 252: a poor cross between a frigate and a line of battle ship. They neither ! 253: had the speed of the former nor the firepower of the latter. ! 254: .PP ! 255: Next came the "eyes of the fleet." Frigates came in many sizes mounting ! 256: anywhere from 32 to 44 guns. They were very handy vessels. They could ! 257: outsail anything bigger and outshoot anything smaller. Frigates didn't ! 258: fight in lines of battle as the much bigger 74's did. Instead, they ! 259: harassed the enemy's rear or captured crippled ships. They were much ! 260: more useful in missions away from the fleet, such as cutting out expeditions ! 261: or boat actions. They could hit hard and get away fast. ! 262: .PP ! 263: Lastly, there were the corvettes, sloops, and brigs. These were smaller ! 264: ships mounting typically fewer than 20 guns. A corvette was only slightly ! 265: smaller than a frigate, so one might have up to 30 guns. Sloops were used ! 266: for carrying dispatches or passengers. Brigs were something you built for ! 267: land-locked lakes. ! 268: .SH SAIL PARTICULARS ! 269: Ships in ! 270: .I Sail ! 271: are represented by two characters. One character represents the bow of ! 272: the ship, and the other represents the stern. Ships have nationalities ! 273: and numbers. The first ship of a nationality is number 0, the second ! 274: number 1, etc. Therefore, the first British ship in a game would be ! 275: printed as "b0". The second Brit would be "b1", and the fifth Don ! 276: would be "s4". ! 277: .PP ! 278: Ships can set normal sails, called Battle Sails, or bend on extra canvas ! 279: called Full Sails. A ship under full sail is a beautiful sight indeed, ! 280: and it can move much faster than a ship under Battle Sails. The only ! 281: trouble is, with full sails set, there is so much tension on sail and ! 282: rigging that a well aimed round shot can burst a sail into ribbons where ! 283: it would only cause a little hole in a loose sail. For this reason, ! 284: rigging damage is doubled on a ship with full sails set. Don't let ! 285: that discourage you from using full sails. I like to keep them up ! 286: right into the heat of battle. A ship ! 287: with full sails set has a capital letter for its nationality. E.g., ! 288: a Frog, "f0", with full sails set would be printed as "F0". ! 289: .PP ! 290: When a ship is battered into a listing hulk, the last man aboard "strikes ! 291: the colors." This ceremony is the ship's formal surrender. The nationality ! 292: character ! 293: of a surrendered ship is printed as "!". E.g., the Frog of our last example ! 294: would soon be "!0". ! 295: .PP ! 296: A ship has a random chance of catching fire or sinking when it reaches the ! 297: stage of listing hulk. A sinking ship has a "~" printed for its nationality, ! 298: and a ship on fire and about to explode has a "#" printed. ! 299: .PP ! 300: Captured ships become the nationality of the prize crew. Therefore, if ! 301: an American ship captures a British ship, the British ship will have an ! 302: "a" printed for its nationality. In addition, the ship number is changed ! 303: to "&","'", "(", ,")", "*", or "+" depending upon the original number, ! 304: be it 0,1,2,3,4, or 5. E.g., the "b0" captured by an American becomes the ! 305: "a&". The "s4" captured by a Frog becomes the "f*". ! 306: .PP ! 307: The ultimate example is, of course, an exploding Brit captured by an ! 308: American: "#&". ! 309: .SH MOVEMENT ! 310: Movement is the most confusing part of ! 311: .I Sail ! 312: to many. Ships can head in 8 directions: ! 313: .nf ! 314: ! 315: 0 0 0 ! 316: b b b0 b b b 0b b ! 317: 0 0 0 ! 318: ! 319: .fi ! 320: The stern of a ship moves when it turns. The bow remains stationary. ! 321: Ships can always turn, regardless of the wind (unless they are becalmed). ! 322: All ships drift when they lose headway. If a ship doesn't move forward ! 323: at all for two turns, it will begin to drift. If a ship has begun to ! 324: drift, then it must move forward before it turns, if it plans to do ! 325: more than make a right or left turn, which is always possible. ! 326: .PP ! 327: Movement commands to ! 328: .I Sail ! 329: are a string of forward moves and turns. An example is "l3". It will ! 330: turn a ship left and then move it ahead 3 spaces. In the drawing above, ! 331: the "b0" made 7 successive left turns. When ! 332: .I Sail ! 333: prompts you for a move, it prints three characters of import. E.g., ! 334: .nf ! 335: move (7, 4): ! 336: .fi ! 337: The first number is the maximum number of moves you can make, ! 338: including turns. The second number is the maximum number of turns ! 339: you can make. Between the numbers is sometimes printed a quote "'". ! 340: If the quote is present, it means that your ship has been drifting, and ! 341: you must move ahead to regain headway before you turn (see note above). ! 342: Some of the possible moves for the example above are as follows: ! 343: .nf ! 344: ! 345: move (7, 4): 7 ! 346: move (7, 4): 1 ! 347: move (7, 4): d /* drift, or do nothing */ ! 348: move (7, 4): 6r ! 349: move (7, 4): 5r1 ! 350: move (7, 4): 4r1r ! 351: move (7, 4): l1r1r2 ! 352: move (7, 4): 1r1r1r1 ! 353: ! 354: .fi ! 355: Because square riggers performed so poorly sailing into the wind, if at ! 356: any point in a movement command you turn into the wind, the movement stops ! 357: there. E.g., ! 358: .nf ! 359: ! 360: move (7, 4): l1l4 ! 361: Movement Error; ! 362: Helm: l1l ! 363: ! 364: .fi ! 365: Moreover, whenever you make a turn, your movement allowance drops to ! 366: min(what's left, what you would have at the new attitude). In short, ! 367: if you turn closer to the wind, you most likely won't be able to sail the ! 368: full allowance printed in the "move" prompt. ! 369: .PP ! 370: Old sailing captains had to keep an eye constantly on the wind. Captains ! 371: in ! 372: .I Sail ! 373: are no different. A ship's ability to move depends on its attitide to the ! 374: wind. The best angle possible is to have the wind off your quarter, that is, ! 375: just off the stern. The direction rose on the side of the screen gives the ! 376: possible movements for your ship at all positions to the wind. Battle ! 377: sail speeds are given first, and full sail speeds are given in parenthesis. ! 378: .nf ! 379: ! 380: 0 1(2) ! 381: \\|/ ! 382: -^-3(6) ! 383: /|\\ ! 384: | 4(7) ! 385: 3(6) ! 386: ! 387: .fi ! 388: Pretend the bow of your ship (the "^") is pointing upward and the wind is ! 389: blowing from the bottom to the top of the page. The ! 390: numbers at the bottom "3(6)" will be your speed under battle or full ! 391: sails in such a situation. If the wind is off your quarter, then you ! 392: can move "4(7)". If the wind is off your beam, "3(6)". If the wind is ! 393: off your bow, then you can only move "1(2)". Facing into the wind, you ! 394: can't move at all. Ships facing into the wind were said to be "in irons". ! 395: .SH WINDSPEED AND DIRECTION ! 396: The windspeed and direction is displayed as a little weather vane on the ! 397: side of the screen. The number in the middle of the vane indicates the wind ! 398: speed, and the + to - indicates the wind direction. The wind blows from ! 399: the + sign (high pressure) to the - sign (low pressure). E.g., ! 400: .nf ! 401: ! 402: | ! 403: 3 ! 404: + ! 405: ! 406: .fi ! 407: .PP ! 408: The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze, ! 409: 3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane. ! 410: If a hurricane shows up, all ships are destroyed. ! 411: .SH GRAPPLING AND FOULING ! 412: If two ships collide, they run the risk of becoming tangled together. This ! 413: is called "fouling." Fouled ships are stuck together, and neither can move. ! 414: They can unfoul each other if they want to. Boarding parties can only be ! 415: sent across to ships when the antagonists are either fouled or grappled. ! 416: .PP ! 417: Ships can grapple each other by throwing grapnels into the rigging of ! 418: the other. ! 419: .PP ! 420: The number of fouls and grapples you have are displayed on the upper ! 421: right of the screen. ! 422: .SH BOARDING ! 423: Boarding was a very costly venture in terms of human life. Boarding parties ! 424: may be formed in ! 425: .I Sail ! 426: to either board an enemy ship or to defend your own ship against attack. ! 427: Men organized as Defensive Boarding Parties fight twice as hard to save ! 428: their ship as men left unorganized. ! 429: .PP ! 430: The boarding strength of a crew depends upon its quality and upon the ! 431: number of men sent. ! 432: .SH CREW QUALITY ! 433: The British seaman was world renowned for his sailing abilities. American ! 434: sailors, however, were actually the best seamen in the world. Because the ! 435: American Navy offered twice the wages of the Royal Navy, British seamen ! 436: who liked the sea defected to America by the thousands. ! 437: .PP ! 438: In ! 439: .I Sail, ! 440: crew quality is quantized into 5 energy levels. "Elite" crews can outshoot ! 441: and outfight all other sailors. "Crack" crews are next. "Mundane" crews ! 442: are average, and "Green" and "Mutinous" crews are below average. A good ! 443: rule of thumb is that "Crack" or "Elite" crews get one extra hit ! 444: per broadside compared to "Mundane" crews. Don't expect too much from ! 445: "Green" crews. ! 446: .SH BROADSIDES ! 447: Your two broadsides may be loaded with four kinds of shot: grape, chain, ! 448: round, and double. You have guns and carronades in both the port and starboard ! 449: batteries. Carronades only have a range of two, so you have to get in ! 450: close to be able to fire them. You have the choice of firing at the hull ! 451: or rigging of another ship. If the range of the ship is greater than 6, ! 452: then you may only shoot at the rigging. ! 453: .PP ! 454: The types of shot and their advantages are: ! 455: .SH ROUND ! 456: Range of 10. Good for hull or rigging hits. ! 457: .SH DOUBLE ! 458: Range of 1. Extra good for hull or rigging hits. ! 459: Double takes two turns to load. ! 460: .SH CHAIN ! 461: Range of 3. Excellent for tearing down rigging. ! 462: Cannot damage hull or guns, though. ! 463: .SH GRAPE ! 464: Range of 1. Sometimes devastating against enemy crews. ! 465: .PP ! 466: On the side of the screen is displayed some vital information about your ! 467: ship: ! 468: .nf ! 469: ! 470: Load D! R! ! 471: Hull 9 ! 472: Crew 4 4 2 ! 473: Guns 4 4 ! 474: Carr 2 2 ! 475: Rigg 5 5 5 5 ! 476: ! 477: .fi ! 478: "Load" shows what your port (left) and starboard (right) broadsides are ! 479: loaded with. A "!" after the type of shot indicates that it is an initial ! 480: broadside. Initial broadside were loaded with care before battle and before ! 481: the decks ran red with blood. As a consequence, initial broadsides are a ! 482: little more effective than broadsides loaded later. A "*" after the type of ! 483: shot indicates that the gun ! 484: crews are still loading it, and you cannot fire yet. "Hull" shows how much ! 485: hull you have left. "Crew" shows your three sections of crew. As your ! 486: crew dies off, your ability to fire decreases. "Guns" and "Carr" show ! 487: your port and starboard guns. As you lose guns, your ability to fire ! 488: decreases. "Rigg" shows how much rigging you have on your 3 or 4 masts. ! 489: As rigging is shot away, you lose mobility. ! 490: .SH EFFECTIVENESS OF FIRE ! 491: It is very dramatic when a ship fires its thunderous broadsides, but the ! 492: mere opportunity to fire them does not guarantee any hits. Many factors ! 493: influence the destructive force of a broadside. First of all, and the chief ! 494: factor, is distance. It is harder to hit a ship at range ten than it is ! 495: to hit one sloshing alongside. Next is raking. Raking fire, as ! 496: mentioned before, ! 497: can sometimes dismast a ship at range ten. Next, crew size and quality affects ! 498: the damage done by a broadside. The number of guns firing also bears on the ! 499: point, ! 500: so to speak. Lastly, weather affects the accuracy of a broadside. If the ! 501: seas are high (5 or 6), then the lower gunports of ships of the line can't ! 502: even be opened to run out the guns. This gives frigates and other flush ! 503: decked vessels an advantage in a storm. The scenario ! 504: .I Pellew vs. The Droits de L'Homme ! 505: takes advantage of this peculiar circumstance. ! 506: .SH REPAIRS ! 507: Repairs may be made to your Hull, Guns, and Rigging at the slow rate of ! 508: two points per three turns. The message "Repairs Completed" will be ! 509: printed if no more repairs can be made. ! 510: .SH PECULIARITIES OF COMPUTER SHIPS ! 511: Computer ships in ! 512: .I Sail ! 513: follow all the rules above with a few exceptions. Computer ships never ! 514: repair damage. If they did, the players could never beat them. They ! 515: play well enough as it is. As a consolation, the computer ships can fire double ! 516: shot every turn. That fluke is a good reason to keep your distance. The ! 517: .I ! 518: Driver ! 519: figures out the moves of the computer ships. It computes them with a typical ! 520: A.I. distance function and a depth first search to find the maximum "score." ! 521: It seems to work fairly well, although I'll be the first to admit it isn't ! 522: perfect. ! 523: .SH HOW TO PLAY ! 524: Commands are given to ! 525: .I Sail ! 526: by typing a single character. You will then be prompted for further ! 527: input. A brief summary of the commands follows. ! 528: .bp ! 529: .SH COMMAND SUMMARY ! 530: .nf ! 531: ! 532: 'f' Fire broadsides if they bear ! 533: 'l' Reload ! 534: 'L' Unload broadsides (to change ammo) ! 535: 'm' Move ! 536: 'i' Print the closest ship ! 537: 'I' Print all ships ! 538: 'F' Find a particular ship or ships (e.g. "a?" for all Americans) ! 539: 's' Send a message around the fleet ! 540: 'b' Attempt to board an enemy ship ! 541: 'B' Recall boarding parties ! 542: 'c' Change set of sail ! 543: 'r' Repair ! 544: 'u' Attempt to unfoul ! 545: 'g' Grapple/ungrapple ! 546: 'v' Print version number of game ! 547: '^L' Redraw screen ! 548: 'Q' Quit ! 549: ! 550: 'C' Center your ship in the window ! 551: 'U' Move window up ! 552: 'D','N' Move window down ! 553: 'H' Move window left ! 554: 'J' Move window right ! 555: 'S' Toggle window to follow your ship or stay where it is ! 556: ! 557: .fi ! 558: .bg ! 559: .SH SCENARIOS ! 560: Here is a summary of the scenarios in ! 561: .I Sail: ! 562: ! 563: .br ! 564: .SH Ranger vs. Drake: ! 565: .nf ! 566: Wind from the N, blowing a fresh breeze. ! 567: ! 568: (a) Ranger 19 gun Sloop (crack crew) (7 pts) ! 569: (b) Drake 17 gun Sloop (crack crew) (6 pts) ! 570: .SH The Battle of Flamborough Head: ! 571: .nf ! 572: Wind from the S, blowing a fresh breeze. ! 573: ! 574: .fi ! 575: This is John Paul Jones' first famous battle. Aboard the Bonhomme ! 576: Richard, he was able to overcome the Serapis's greater firepower ! 577: by quickly boarding her. ! 578: .nf ! 579: ! 580: (a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts) ! 581: (b) Serapis 44 gun Frigate (crack crew) (12 pts) ! 582: .SH Arbuthnot and Des Touches: ! 583: .nf ! 584: Wind from the N, blowing a gale. ! 585: ! 586: (b) America 64 gun Ship of the Line (crack crew) (20 pts) ! 587: (b) Befford 74 gun Ship of the Line (crack crew) (26 pts) ! 588: (b) Adamant 50 gun Ship of the Line (crack crew) (17 pts) ! 589: (b) London 98 gun 3 Decker SOL (crack crew) (28 pts) ! 590: (b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts) ! 591: (f) Neptune 74 gun Ship of the Line (average crew) (24 pts) ! 592: (f) Duc Bougogne 80 gun 3 Decker SOL (average crew) (27 pts) ! 593: (f) Conquerant 74 gun Ship of the Line (average crew) (24 pts) ! 594: (f) Provence 64 gun Ship of the Line (average crew) (18 pts) ! 595: (f) Romulus 44 gun Ship of the Line (average crew) (10 pts) ! 596: .SH Suffren and Hughes: ! 597: .nf ! 598: ! 599: Wind from the S, blowing a fresh breeze. ! 600: ! 601: (b) Monmouth 74 gun Ship of the Line (average crew) (24 pts) ! 602: (b) Hero 74 gun Ship of the Line (crack crew) (26 pts) ! 603: (b) Isis 50 gun Ship of the Line (crack crew) (17 pts) ! 604: (b) Superb 74 gun Ship of the Line (crack crew) (27 pts) ! 605: (b) Burford 74 gun Ship of the Line (average crew) (24 pts) ! 606: (f) Flamband 50 gun Ship of the Line (average crew) (14 pts) ! 607: (f) Annibal 74 gun Ship of the Line (average crew) (24 pts) ! 608: (f) Severe 64 gun Ship of the Line (average crew) (18 pts) ! 609: (f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts) ! 610: (f) Sphinx 80 gun Ship of the Line (average crew) (27 pts) ! 611: .SH Nymphe vs. Cleopatre: ! 612: .nf ! 613: Wind from the S, blowing a fresh breeze. ! 614: ! 615: (b) Nymphe 36 gun Frigate (crack crew) (11 pts) ! 616: (f) Cleopatre 36 gun Frigate (average crew) (10 pts) ! 617: .SH Mars vs. Hercule: ! 618: Wind from the S, blowing a fresh breeze. ! 619: .nf ! 620: (b) Mars 74 gun Ship of the Line (crack crew) (26 pts) ! 621: (f) Hercule 74 gun Ship of the Line (average crew) (23 pts) ! 622: .SH Ambuscade vs. Baionnaise: ! 623: .nf ! 624: Wind from the N, blowing a fresh breeze. ! 625: ! 626: (b) Ambuscade 32 gun Frigate (average crew) (9 pts) ! 627: (f) Baionnaise 24 gun Corvette (average crew) (9 pts) ! 628: .SH Constellation vs. Insurgent: ! 629: .nf ! 630: Wind from the S, blowing a gale. ! 631: ! 632: (a) Constellation 38 gun Corvette (elite crew) (17 pts) ! 633: (f) Insurgent 36 gun Corvette (average crew) (11 pts) ! 634: .SH Constellation vs. Vengeance: ! 635: .nf ! 636: Wind from the S, blowing a fresh breeze. ! 637: ! 638: (a) Constellation 38 gun Corvette (elite crew) (17 pts) ! 639: (f) Vengeance 40 gun Frigate (average crew) (15 pts) ! 640: .SH The Battle of Lissa: ! 641: .nf ! 642: Wind from the S, blowing a fresh breeze. ! 643: ! 644: (b) Amphion 32 gun Frigate (elite crew) (13 pts) ! 645: (b) Active 38 gun Frigate (elite crew) (18 pts) ! 646: (b) Volage 22 gun Frigate (elite crew) (11 pts) ! 647: (b) Cerberus 32 gun Frigate (elite crew) (13 pts) ! 648: (f) Favorite 40 gun Frigate (average crew) (15 pts) ! 649: (f) Flore 40 gun Frigate (average crew) (15 pts) ! 650: (f) Danae 40 gun Frigate (crack crew) (17 pts) ! 651: (f) Bellona 32 gun Frigate (green crew) (9 pts) ! 652: (f) Corona 40 gun Frigate (green crew) (12 pts) ! 653: (f) Carolina 32 gun Frigate (green crew) (7 pts) ! 654: .SH Constitution vs. Guerriere: ! 655: .nf ! 656: Wind from the SW, blowing a gale. ! 657: ! 658: (a) Constitution 44 gun Corvette (elite crew) (24 pts) ! 659: (b) Guerriere 38 gun Frigate (crack crew) (15 pts) ! 660: .SH United States vs. Macedonian: ! 661: .nf ! 662: Wind from the S, blowing a fresh breeze. ! 663: ! 664: (a) United States 44 gun Frigate (elite crew) (24 pts) ! 665: (b) Macedonian 38 gun Frigate (crack crew) (16 pts) ! 666: .SH Constitution vs. Java: ! 667: .nf ! 668: Wind from the S, blowing a fresh breeze. ! 669: ! 670: (a) Constitution 44 gun Corvette (elite crew) (24 pts) ! 671: (b) Java 38 gun Corvette (crack crew) (19 pts) ! 672: .SH Chesapeake vs. Shannon: ! 673: .nf ! 674: Wind from the S, blowing a fresh breeze. ! 675: ! 676: (a) Chesapeake 38 gun Frigate (average crew) (14 pts) ! 677: (b) Shannon 38 gun Frigate (elite crew) (17 pts) ! 678: .SH The Battle of Lake Erie: ! 679: .nf ! 680: Wind from the S, blowing a light breeze. ! 681: ! 682: (a) Lawrence 20 gun Sloop (crack crew) (9 pts) ! 683: (a) Niagara 20 gun Sloop (elite crew) (12 pts) ! 684: (b) Lady Prevost 13 gun Brig (crack crew) (5 pts) ! 685: (b) Detroit 19 gun Sloop (crack crew) (7 pts) ! 686: (b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts) ! 687: .SH Wasp vs. Reindeer: ! 688: .nf ! 689: Wind from the S, blowing a light breeze. ! 690: ! 691: (a) Wasp 20 gun Sloop (elite crew) (12 pts) ! 692: (b) Reindeer 18 gun Sloop (elite crew) (9 pts) ! 693: .SH Constitution vs. Cyane and Levant: ! 694: .br ! 695: Wind from the S, blowing a moderate breeze. ! 696: ! 697: (a) Constitution 44 gun Corvette (elite crew) (24 pts) ! 698: (b) Cyane 24 gun Sloop (crack crew) (11 pts) ! 699: (b) Levant 20 gun Sloop (crack crew) (10 pts) ! 700: .br ! 701: .SH Pellew vs. Droits de L'Homme: ! 702: .nf ! 703: Wind from the N, blowing a gale. ! 704: ! 705: (b) Indefatigable 44 gun Frigate (elite crew) (14 pts) ! 706: (b) Amazon 36 gun Frigate (crack crew) (14 pts) ! 707: (f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts) ! 708: .SH Algeciras: ! 709: .nf ! 710: Wind from the SW, blowing a moderate breeze. ! 711: ! 712: (b) Caesar 80 gun Ship of the Line (crack crew) (31 pts) ! 713: (b) Pompee 74 gun Ship of the Line (crack crew) (27 pts) ! 714: (b) Spencer 74 gun Ship of the Line (crack crew) (26 pts) ! 715: (b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts) ! 716: (s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts) ! 717: (s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts) ! 718: (s) Argonauta 80 gun Ship of the Line (green crew) (23 pts) ! 719: (s) San Augustine 74 gun Ship of the Line (green crew) (20 pts) ! 720: (f) Indomptable 80 gun Ship of the Line (average crew) (27 pts) ! 721: (f) Desaix 74 gun Ship of the Line (average crew) (24 pts) ! 722: .SH Lake Champlain: ! 723: .nf ! 724: Wind from the N, blowing a fresh breeze. ! 725: ! 726: (a) Saratoga 26 gun Sloop (crack crew) (12 pts) ! 727: (a) Eagle 20 gun Sloop (crack crew) (11 pts) ! 728: (a) Ticonderoga 17 gun Sloop (crack crew) (9 pts) ! 729: (a) Preble 7 gun Brig (crack crew) (4 pts) ! 730: (b) Confiance 37 gun Frigate (crack crew) (14 pts) ! 731: (b) Linnet 16 gun Sloop (elite crew) (10 pts) ! 732: (b) Chubb 11 gun Brig (crack crew) (5 pts) ! 733: .SH Last Voyage of the USS President: ! 734: .nf ! 735: Wind from the N, blowing a fresh breeze. ! 736: ! 737: (a) President 44 gun Frigate (elite crew) (24 pts) ! 738: (b) Endymion 40 gun Frigate (crack crew) (17 pts) ! 739: (b) Pomone 44 gun Frigate (crack crew) (20 pts) ! 740: (b) Tenedos 38 gun Frigate (crack crew) (15 pts) ! 741: .SH Hornblower and the Natividad: ! 742: .nf ! 743: Wind from the E, blowing a gale. ! 744: ! 745: .fi ! 746: A scenario for you Horny fans. Remember, he sank the Natividad ! 747: against heavy odds and winds. Hint: don't try to board the Natividad, ! 748: her crew is much bigger, albeit green. ! 749: .nf ! 750: ! 751: (b) Lydia 36 gun Frigate (elite crew) (13 pts) ! 752: (s) Natividad 50 gun Ship of the Line (green crew) (14 pts) ! 753: .SH Curse of the Flying Dutchman: ! 754: .nf ! 755: Wind from the S, blowing a fresh breeze. ! 756: ! 757: Just for fun, take the Piece of cake. ! 758: ! 759: (s) Piece of Cake 24 gun Corvette (average crew) (9 pts) ! 760: (f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts) ! 761: .SH The South Pacific: ! 762: .nf ! 763: Wind from the S, blowing a strong breeze. ! 764: ! 765: (a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts) ! 766: (b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts) ! 767: (s) Australian 32 gun Frigate (average crew) (9 pts) ! 768: (f) Bikini Atoll 7 gun Brig (crack crew) (4 pts) ! 769: .SH Hornblower and the battle of Rosas bay: ! 770: .nf ! 771: Wind from the E, blowing a fresh breeze. ! 772: ! 773: The only battle Hornblower ever lost. He was able to dismast one ! 774: ship and stern rake the others though. See if you can do as well. ! 775: .nf ! 776: ! 777: (b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts) ! 778: (f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts) ! 779: (f) Nightmare 74 gun Ship of the Line (average crew) (24 pts) ! 780: (f) Paris 112 gun 3 Decker SOL (green crew) (27 pts) ! 781: (f) Napolean 74 gun Ship of the Line (green crew) (20 pts) ! 782: .SH Cape Horn: ! 783: .nf ! 784: Wind from the NE, blowing a strong breeze. ! 785: ! 786: (a) Concord 80 gun Ship of the Line (average crew) (27 pts) ! 787: (a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts) ! 788: (b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts) ! 789: (s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts) ! 790: (f) Musket 80 gun 3 Decker SOL (average crew) (27 pts) ! 791: .SH New Orleans: ! 792: .nf ! 793: Wind from the SE, blowing a fresh breeze. ! 794: ! 795: Watch that little Cypress go! ! 796: ! 797: (a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts) ! 798: (b) Firefly 74 gun Ship of the Line (crack crew) (27 pts) ! 799: (b) Cypress 44 gun Frigate (elite crew) (14 pts) ! 800: .SH Botany Bay: ! 801: .nf ! 802: Wind from the N, blowing a fresh breeze. ! 803: ! 804: (b) Shark 64 gun Ship of the Line (average crew) (18 pts) ! 805: (f) Coral Snake 44 gun Corvette (elite crew) (24 pts) ! 806: (f) Sea Lion 44 gun Frigate (elite crew) (24 pts) ! 807: .SH Voyage to the Bottom of the Sea: ! 808: .nf ! 809: Wind from the NW, blowing a fresh breeze. ! 810: ! 811: This one is dedicated to Richard Basehart and David Hedison. ! 812: ! 813: (a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts) ! 814: (a) Flying Sub 40 gun Frigate (crack crew) (17 pts) ! 815: (b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts) ! 816: (s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts) ! 817: .SH Frigate Action: ! 818: .nf ! 819: Wind from the E, blowing a fresh breeze. ! 820: ! 821: (a) Killdeer 40 gun Frigate (average crew) (15 pts) ! 822: (b) Sandpiper 40 gun Frigate (average crew) (15 pts) ! 823: (s) Curlew 38 gun Frigate (crack crew) (16 pts) ! 824: .SH The Battle of Midway: ! 825: .nf ! 826: Wind from the E, blowing a moderate breeze. ! 827: ! 828: (a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts) ! 829: (a) Yorktown 80 gun Ship of the Line (average crew) (27 pts) ! 830: (a) Hornet 74 gun Ship of the Line (average crew) (24 pts) ! 831: (j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts) ! 832: (j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts) ! 833: (j) Soryu 80 gun Ship of the Line (green crew) (23 pts) ! 834: ! 835: .SH Star Trek: ! 836: .nf ! 837: Wind from the S, blowing a fresh breeze. ! 838: ! 839: (a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts) ! 840: (a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts) ! 841: (a) Reliant 450 gun Ship of the Line (elite crew) (75 pts) ! 842: (a) Galileo 450 gun Ship of the Line (elite crew) (75 pts) ! 843: (k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts) ! 844: (k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts) ! 845: (o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts) ! 846: (o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts) ! 847: ! 848: .SH CONCLUSION ! 849: ! 850: .I Sail ! 851: has been a group effort. ! 852: ! 853: .SH AUTHOR ! 854: Dave Riggle ! 855: .SH CO-AUTHOR ! 856: Ed Wang ! 857: .SH REFITTING ! 858: Craig Leres ! 859: .SH CONSULTANTS ! 860: .nf ! 861: Chris Guthrie ! 862: Captain Happy ! 863: Horatio Nelson ! 864: and many valiant others... ! 865: .fi ! 866: .SH "REFERENCES" ! 867: .nf ! 868: Wooden Ships & Iron Men, by Avalon Hill ! 869: Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester ! 870: Captain Richard Bolitho Novels, (12 of them) by Alexander Kent ! 871: The Complete Works of Captain Frederick Marryat, (about 20) especially ! 872: .in +6n ! 873: Mr. Midshipman Easy ! 874: Peter Simple ! 875: Jacob Faithful ! 876: Japhet in Search of a Father ! 877: Snarleyyow, or The Dog Fiend ! 878: Frank Mildmay, or The Naval Officer ! 879: .in -6n ! 880: .SH BUGS ! 881: Probably a few, and please report them to "[email protected]" and ! 882: "[email protected]"
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