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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 ! 5: .\" provided that the above copyright notice and this paragraph are ! 6: .\" duplicated in all such forms and that any documentation, ! 7: .\" advertising materials, and other materials related to such ! 8: .\" distribution and use acknowledge that the software was developed ! 9: .\" by the University of California, Berkeley. The name of the ! 10: .\" University may not be used to endorse or promote products derived ! 11: .\" from this software without specific prior written permission. ! 12: .\" THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR ! 13: .\" IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED ! 14: .\" WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE. ! 15: .\" ! 16: .\" @(#)sail.6 5.5 (Berkeley) 7/9/88 ! 17: .\" ! 18: .TH SAIL 6 "July 9, 1988" ! 19: .UC 4 ! 20: .SH NAME ! 21: sail \- multi-user wooden ships and iron men ! 22: .SH SYNOPSIS ! 23: .B sail ! 24: [ ! 25: .B \-s ! 26: [ ! 27: .B \-l ! 28: ] ] [ ! 29: .B \-x ! 30: ] [ ! 31: .B \-b ! 32: ] [ ! 33: .B num ! 34: ] ! 35: .br ! 36: .fi ! 37: .SH DESCRIPTION ! 38: .I Sail ! 39: is a computer version of Avalon Hill's game of fighting sail ! 40: originally developed by S. Craig Taylor. ! 41: .PP ! 42: Players of ! 43: .I Sail ! 44: take command of an old fashioned Man of War and fight other ! 45: players or the computer. They may re-enact one of the many ! 46: historical sea battles recorded in the game, or they can choose ! 47: a fictional battle. ! 48: .PP ! 49: As a sea captain in the ! 50: .I Sail ! 51: Navy, the player has complete control over the workings of his ship. ! 52: He must order every maneuver, change the set of his sails, and judge the ! 53: right moment to let loose the terrible destruction of his broadsides. ! 54: In addition to fighting the enemy, he must harness the powers of the wind ! 55: and sea to make them work for him. The outcome of many battles during the ! 56: age of sail was decided by the ability of one captain to hold the `weather ! 57: gage.' ! 58: .PP ! 59: The flags are: ! 60: .TP ! 61: .B \-s ! 62: Print the names and ships of the top ten sailors. ! 63: .TP ! 64: .B \-l ! 65: Show the login name. Only effective with \fB-s\fP. ! 66: .TP ! 67: .B \-x ! 68: Play the first available ship instead of prompting for a choice. ! 69: .TP ! 70: .B \-b ! 71: No bells. ! 72: .SH IMPLEMENTATION ! 73: .I Sail ! 74: is really two programs in one. Each player starts up a process which ! 75: runs his own ship. In addition, a ! 76: .I driver ! 77: process is forked (by the first player) to run the computer ships ! 78: and take care of global bookkeeping. ! 79: .PP ! 80: Because the ! 81: .I driver ! 82: must calculate moves for each ship it controls, the ! 83: more ships the computer is playing, the slower the game will appear. ! 84: .PP ! 85: If a player joins a game in progress, he will synchronize ! 86: with the other players (a rather slow process for everyone), and ! 87: then he may play along with the rest. ! 88: .PP ! 89: To implement a multi-user game in Version 7 UNIX, which was the operating ! 90: system ! 91: .I Sail ! 92: was first written under, the communicating processes must use a common ! 93: temporary file as a place to read and write messages. In addition, a ! 94: locking mechanism must be provided to ensure exclusive access to the ! 95: shared file. For example, ! 96: .I Sail ! 97: uses a temporary file named /tmp/#sailsink.21 for scenario 21, and ! 98: corresponding file names for the other scenarios. To provide exclusive ! 99: access to the temporary file, ! 100: .I Sail ! 101: uses a technique stolen from an old game called "pubcaves" by Jeff Cohen. ! 102: Processes do a busy wait in the loop ! 103: .br ! 104: .sp ! 105: .ce 2 ! 106: for (n = 0; link(sync_file, sync_lock) < 0 && n < 30; n++) ! 107: sleep(2); ! 108: .br ! 109: .sp ! 110: until they are able to create a link to a file named "/tmp/#saillock.??". ! 111: The "??" correspond to the scenario number of the game. Since UNIX ! 112: guarantees that a link will point to only one file, the process that succeeds ! 113: in linking will have exclusive access to the temporary file. ! 114: .PP ! 115: Whether or not this really works is open to speculation. When ucbmiro ! 116: was rebooted after a crash, the file system check program found 3 links ! 117: between the ! 118: .I Sail ! 119: temporary file and its link file. ! 120: .SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES ! 121: When players do something of global interest, such as moving or firing, ! 122: the driver must coordinate the action with the other ships in the game. ! 123: For example, if a player wants to move in a certain direction, he writes a ! 124: message into the temporary file requesting the driver to move his ship. ! 125: Each ``turn,'' the driver reads all the messages sent from the players and ! 126: decides what happened. It then writes back into the temporary file new ! 127: values of variables, etc. ! 128: .PP ! 129: The most noticeable effect this communication has on the game is the ! 130: delay in moving. Suppose a player types a move for his ship and hits ! 131: return. What happens then? The player process saves up messages to ! 132: be written to the temporary file in a buffer. Every 7 seconds or so, the ! 133: player process gets exclusive access to the temporary file and writes ! 134: out its buffer to the file. The driver, running asynchronously, must ! 135: read in the movement command, process it, and write out the results. This ! 136: takes two exclusive accesses to the temporary file. Finally, when the player ! 137: process gets around to doing another 7 second update, the results of the ! 138: move are displayed on the screen. Hence, every movement requires four ! 139: exclusive accesses to the temporary file (anywhere from 7 to 21 seconds ! 140: depending upon asynchrony) before the player sees the results of his moves. ! 141: .PP ! 142: In practice, the delays are not as annoying as they would appear. There ! 143: is room for "pipelining" in the movement. After the player writes out ! 144: a first movement message, a second movement command can then be issued. ! 145: The first message will be in the temporary file waiting for the driver, and ! 146: the second will be in the file buffer waiting to be written to the file. ! 147: Thus, by always typing moves a turn ahead of the time, the player can ! 148: sail around quite quickly. ! 149: .PP ! 150: If the player types several movement commands between two 7 second updates, ! 151: only the last movement command typed will be seen by the driver. Movement ! 152: commands within the same update "overwrite" each other, in a sense. ! 153: .SH THE HISTORY OF SAIL ! 154: I wrote the first version of ! 155: .I Sail ! 156: on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous, ! 157: not portable in any sense of the word, and didn't work. The program was not ! 158: very modular and had fseeks() and fwrites() every few lines. After a ! 159: tremendous rewrite from the top down, I got the first working version up by ! 160: 1981. There were several annoying bugs concerning firing broadsides and ! 161: finding angles. ! 162: .I Sail ! 163: uses no floating point, by the way, so the direction routines are rather ! 164: tricky. ! 165: Ed Wang rewrote my angle() routine in 1981 to be more correct (although ! 166: it still doesn't work perfectly), and he added code to let a player select ! 167: which ship he wanted at the start of the game (instead of the first one ! 168: available). ! 169: .PP ! 170: Captain Happy (Craig Leres) is responsible for making ! 171: .I Sail ! 172: portable for the first time. This was no easy task, by the way. Constants ! 173: like 2 and 10 were very frequent in the code. I also became famous for ! 174: using "Riggle Memorial Structures" in ! 175: .I Sail. ! 176: Many of my structure references are so long that they run off the line ! 177: printer page. Here is an example, if you promise not to laugh. ! 178: .br ! 179: .sp ! 180: .ce ! 181: specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts ! 182: .br ! 183: .sp ! 184: .PP ! 185: .I Sail ! 186: received its fourth and most thorough rewrite in the summer and fall ! 187: of 1983. Ed Wang rewrote and modularized the code (a monumental feat) ! 188: almost from scratch. Although he introduced many new bugs, the final ! 189: result was very much cleaner and (?) faster. He added window movement ! 190: commands and find ship commands. ! 191: .SH HISTORICAL INFO ! 192: Old Square Riggers were very maneuverable ships capable of intricate ! 193: sailing. Their only disadvantage was an inability to sail very ! 194: close to the wind. The design of a wooden ship allowed only for the ! 195: guns to bear to the left and right sides. A few guns of small ! 196: aspect (usually 6 or 9 pounders) could point forward, but their ! 197: effect was small compared to a 68 gun broadside of 24 or 32 pounders. ! 198: The guns bear approximately like so: ! 199: .nf ! 200: ! 201: \\ ! 202: b---------------- ! 203: ---0 ! 204: \\ ! 205: \\ ! 206: \\ up to a range of ten (for round shot) ! 207: \\ ! 208: \\ ! 209: \\ ! 210: ! 211: .fi ! 212: An interesting phenomenon occurred when a broadside was fired ! 213: down the length of an enemy ship. The shot tended to bounce along ! 214: the deck and did several times more damage. This phenomenon was called ! 215: a rake. Because the bows of a ship are very strong and present a smaller ! 216: target than the stern, a stern rake (firing from the stern to the bow) causes ! 217: more damage than a bow rake. ! 218: .nf ! 219: ! 220: b ! 221: 00 ---- Stern rake! ! 222: a ! 223: ! 224: .fi ! 225: Most ships were equipped with carronades, which were very large, close ! 226: range cannons. American ships from the revolution until the War of 1812 ! 227: were almost entirely armed with carronades. ! 228: .PP ! 229: The period of history covered in ! 230: .I Sail ! 231: is approximately from the 1770's until the end of Napoleanic France in 1815. ! 232: There are many excellent books about the age of sail. My favorite author ! 233: is Captain Frederick Marryat. More contemporary authors include C.S. Forester ! 234: and Alexander Kent. ! 235: .PP ! 236: Fighting ships came in several sizes classed by armament. The mainstays of ! 237: any fleet were its "Ships of the Line", or "Line of Battle Ships". They ! 238: were so named because these ships fought together in great lines. They were ! 239: close enough for mutual support, yet every ship could fire both its broadsides. ! 240: We get the modern words "ocean liner," or "liner," and "battleship" from ! 241: "ship of the line." The most common size was the the 74 gun two decked ! 242: ship of the line. The two gun decks usually mounted 18 and 24 pounder guns. ! 243: .PP ! 244: The pride of the fleet were the first rates. These were huge three decked ! 245: ships of the line mounting 80 to 136 guns. The guns in the three tiers ! 246: were usually 18, 24, and 32 pounders in that order from top to bottom. ! 247: .PP ! 248: Various other ships came next. They were almost all "razees," or ships ! 249: of the line with one deck sawed off. They mounted 40-64 guns and were ! 250: a poor cross between a frigate and a line of battle ship. They neither ! 251: had the speed of the former nor the firepower of the latter. ! 252: .PP ! 253: Next came the "eyes of the fleet." Frigates came in many sizes mounting ! 254: anywhere from 32 to 44 guns. They were very handy vessels. They could ! 255: outsail anything bigger and outshoot anything smaller. Frigates didn't ! 256: fight in lines of battle as the much bigger 74's did. Instead, they ! 257: harassed the enemy's rear or captured crippled ships. They were much ! 258: more useful in missions away from the fleet, such as cutting out expeditions ! 259: or boat actions. They could hit hard and get away fast. ! 260: .PP ! 261: Lastly, there were the corvettes, sloops, and brigs. These were smaller ! 262: ships mounting typically fewer than 20 guns. A corvette was only slightly ! 263: smaller than a frigate, so one might have up to 30 guns. Sloops were used ! 264: for carrying dispatches or passengers. Brigs were something you built for ! 265: land-locked lakes. ! 266: .SH SAIL PARTICULARS ! 267: Ships in ! 268: .I Sail ! 269: are represented by two characters. One character represents the bow of ! 270: the ship, and the other represents the stern. Ships have nationalities ! 271: and numbers. The first ship of a nationality is number 0, the second ! 272: number 1, etc. Therefore, the first British ship in a game would be ! 273: printed as "b0". The second Brit would be "b1", and the fifth Don ! 274: would be "s4". ! 275: .PP ! 276: Ships can set normal sails, called Battle Sails, or bend on extra canvas ! 277: called Full Sails. A ship under full sail is a beautiful sight indeed, ! 278: and it can move much faster than a ship under Battle Sails. The only ! 279: trouble is, with full sails set, there is so much tension on sail and ! 280: rigging that a well aimed round shot can burst a sail into ribbons where ! 281: it would only cause a little hole in a loose sail. For this reason, ! 282: rigging damage is doubled on a ship with full sails set. Don't let ! 283: that discourage you from using full sails. I like to keep them up ! 284: right into the heat of battle. A ship ! 285: with full sails set has a capital letter for its nationality. E.g., ! 286: a Frog, "f0", with full sails set would be printed as "F0". ! 287: .PP ! 288: When a ship is battered into a listing hulk, the last man aboard "strikes ! 289: the colors." This ceremony is the ship's formal surrender. The nationality ! 290: character ! 291: of a surrendered ship is printed as "!". E.g., the Frog of our last example ! 292: would soon be "!0". ! 293: .PP ! 294: A ship has a random chance of catching fire or sinking when it reaches the ! 295: stage of listing hulk. A sinking ship has a "~" printed for its nationality, ! 296: and a ship on fire and about to explode has a "#" printed. ! 297: .PP ! 298: Captured ships become the nationality of the prize crew. Therefore, if ! 299: an American ship captures a British ship, the British ship will have an ! 300: "a" printed for its nationality. In addition, the ship number is changed ! 301: to "&","'", "(", ,")", "*", or "+" depending upon the original number, ! 302: be it 0,1,2,3,4, or 5. E.g., the "b0" captured by an American becomes the ! 303: "a&". The "s4" captured by a Frog becomes the "f*". ! 304: .PP ! 305: The ultimate example is, of course, an exploding Brit captured by an ! 306: American: "#&". ! 307: .SH MOVEMENT ! 308: Movement is the most confusing part of ! 309: .I Sail ! 310: to many. Ships can head in 8 directions: ! 311: .nf ! 312: ! 313: 0 0 0 ! 314: b b b0 b b b 0b b ! 315: 0 0 0 ! 316: ! 317: .fi ! 318: The stern of a ship moves when it turns. The bow remains stationary. ! 319: Ships can always turn, regardless of the wind (unless they are becalmed). ! 320: All ships drift when they lose headway. If a ship doesn't move forward ! 321: at all for two turns, it will begin to drift. If a ship has begun to ! 322: drift, then it must move forward before it turns, if it plans to do ! 323: more than make a right or left turn, which is always possible. ! 324: .PP ! 325: Movement commands to ! 326: .I Sail ! 327: are a string of forward moves and turns. An example is "l3". It will ! 328: turn a ship left and then move it ahead 3 spaces. In the drawing above, ! 329: the "b0" made 7 successive left turns. When ! 330: .I Sail ! 331: prompts you for a move, it prints three characters of import. E.g., ! 332: .nf ! 333: move (7, 4): ! 334: .fi ! 335: The first number is the maximum number of moves you can make, ! 336: including turns. The second number is the maximum number of turns ! 337: you can make. Between the numbers is sometimes printed a quote "'". ! 338: If the quote is present, it means that your ship has been drifting, and ! 339: you must move ahead to regain headway before you turn (see note above). ! 340: Some of the possible moves for the example above are as follows: ! 341: .nf ! 342: ! 343: move (7, 4): 7 ! 344: move (7, 4): 1 ! 345: move (7, 4): d /* drift, or do nothing */ ! 346: move (7, 4): 6r ! 347: move (7, 4): 5r1 ! 348: move (7, 4): 4r1r ! 349: move (7, 4): l1r1r2 ! 350: move (7, 4): 1r1r1r1 ! 351: ! 352: .fi ! 353: Because square riggers performed so poorly sailing into the wind, if at ! 354: any point in a movement command you turn into the wind, the movement stops ! 355: there. E.g., ! 356: .nf ! 357: ! 358: move (7, 4): l1l4 ! 359: Movement Error; ! 360: Helm: l1l ! 361: ! 362: .fi ! 363: Moreover, whenever you make a turn, your movement allowance drops to ! 364: min(what's left, what you would have at the new attitude). In short, ! 365: if you turn closer to the wind, you most likely won't be able to sail the ! 366: full allowance printed in the "move" prompt. ! 367: .PP ! 368: Old sailing captains had to keep an eye constantly on the wind. Captains ! 369: in ! 370: .I Sail ! 371: are no different. A ship's ability to move depends on its attitide to the ! 372: wind. The best angle possible is to have the wind off your quarter, that is, ! 373: just off the stern. The direction rose on the side of the screen gives the ! 374: possible movements for your ship at all positions to the wind. Battle ! 375: sail speeds are given first, and full sail speeds are given in parenthesis. ! 376: .nf ! 377: ! 378: 0 1(2) ! 379: \\|/ ! 380: -^-3(6) ! 381: /|\\ ! 382: | 4(7) ! 383: 3(6) ! 384: ! 385: .fi ! 386: Pretend the bow of your ship (the "^") is pointing upward and the wind is ! 387: blowing from the bottom to the top of the page. The ! 388: numbers at the bottom "3(6)" will be your speed under battle or full ! 389: sails in such a situation. If the wind is off your quarter, then you ! 390: can move "4(7)". If the wind is off your beam, "3(6)". If the wind is ! 391: off your bow, then you can only move "1(2)". Facing into the wind, you ! 392: can't move at all. Ships facing into the wind were said to be "in irons". ! 393: .SH WINDSPEED AND DIRECTION ! 394: The windspeed and direction is displayed as a little weather vane on the ! 395: side of the screen. The number in the middle of the vane indicates the wind ! 396: speed, and the + to - indicates the wind direction. The wind blows from ! 397: the + sign (high pressure) to the - sign (low pressure). E.g., ! 398: .nf ! 399: ! 400: | ! 401: 3 ! 402: + ! 403: ! 404: .fi ! 405: .PP ! 406: The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze, ! 407: 3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane. ! 408: If a hurricane shows up, all ships are destroyed. ! 409: .SH GRAPPLING AND FOULING ! 410: If two ships collide, they run the risk of becoming tangled together. This ! 411: is called "fouling." Fouled ships are stuck together, and neither can move. ! 412: They can unfoul each other if they want to. Boarding parties can only be ! 413: sent across to ships when the antagonists are either fouled or grappled. ! 414: .PP ! 415: Ships can grapple each other by throwing grapnels into the rigging of ! 416: the other. ! 417: .PP ! 418: The number of fouls and grapples you have are displayed on the upper ! 419: right of the screen. ! 420: .SH BOARDING ! 421: Boarding was a very costly venture in terms of human life. Boarding parties ! 422: may be formed in ! 423: .I Sail ! 424: to either board an enemy ship or to defend your own ship against attack. ! 425: Men organized as Defensive Boarding Parties fight twice as hard to save ! 426: their ship as men left unorganized. ! 427: .PP ! 428: The boarding strength of a crew depends upon its quality and upon the ! 429: number of men sent. ! 430: .SH CREW QUALITY ! 431: The British seaman was world renowned for his sailing abilities. American ! 432: sailors, however, were actually the best seamen in the world. Because the ! 433: American Navy offered twice the wages of the Royal Navy, British seamen ! 434: who liked the sea defected to America by the thousands. ! 435: .PP ! 436: In ! 437: .I Sail, ! 438: crew quality is quantized into 5 energy levels. "Elite" crews can outshoot ! 439: and outfight all other sailors. "Crack" crews are next. "Mundane" crews ! 440: are average, and "Green" and "Mutinous" crews are below average. A good ! 441: rule of thumb is that "Crack" or "Elite" crews get one extra hit ! 442: per broadside compared to "Mundane" crews. Don't expect too much from ! 443: "Green" crews. ! 444: .SH BROADSIDES ! 445: Your two broadsides may be loaded with four kinds of shot: grape, chain, ! 446: round, and double. You have guns and carronades in both the port and starboard ! 447: batteries. Carronades only have a range of two, so you have to get in ! 448: close to be able to fire them. You have the choice of firing at the hull ! 449: or rigging of another ship. If the range of the ship is greater than 6, ! 450: then you may only shoot at the rigging. ! 451: .PP ! 452: The types of shot and their advantages are: ! 453: .SH ROUND ! 454: Range of 10. Good for hull or rigging hits. ! 455: .SH DOUBLE ! 456: Range of 1. Extra good for hull or rigging hits. ! 457: Double takes two turns to load. ! 458: .SH CHAIN ! 459: Range of 3. Excellent for tearing down rigging. ! 460: Cannot damage hull or guns, though. ! 461: .SH GRAPE ! 462: Range of 1. Sometimes devastating against enemy crews. ! 463: .PP ! 464: On the side of the screen is displayed some vital information about your ! 465: ship: ! 466: .nf ! 467: ! 468: Load D! R! ! 469: Hull 9 ! 470: Crew 4 4 2 ! 471: Guns 4 4 ! 472: Carr 2 2 ! 473: Rigg 5 5 5 5 ! 474: ! 475: .fi ! 476: "Load" shows what your port (left) and starboard (right) broadsides are ! 477: loaded with. A "!" after the type of shot indicates that it is an initial ! 478: broadside. Initial broadside were loaded with care before battle and before ! 479: the decks ran red with blood. As a consequence, initial broadsides are a ! 480: little more effective than broadsides loaded later. A "*" after the type of ! 481: shot indicates that the gun ! 482: crews are still loading it, and you cannot fire yet. "Hull" shows how much ! 483: hull you have left. "Crew" shows your three sections of crew. As your ! 484: crew dies off, your ability to fire decreases. "Guns" and "Carr" show ! 485: your port and starboard guns. As you lose guns, your ability to fire ! 486: decreases. "Rigg" shows how much rigging you have on your 3 or 4 masts. ! 487: As rigging is shot away, you lose mobility. ! 488: .SH EFFECTIVENESS OF FIRE ! 489: It is very dramatic when a ship fires its thunderous broadsides, but the ! 490: mere opportunity to fire them does not guarantee any hits. Many factors ! 491: influence the destructive force of a broadside. First of all, and the chief ! 492: factor, is distance. It is harder to hit a ship at range ten than it is ! 493: to hit one sloshing alongside. Next is raking. Raking fire, as ! 494: mentioned before, ! 495: can sometimes dismast a ship at range ten. Next, crew size and quality affects ! 496: the damage done by a broadside. The number of guns firing also bears on the ! 497: point, ! 498: so to speak. Lastly, weather affects the accuracy of a broadside. If the ! 499: seas are high (5 or 6), then the lower gunports of ships of the line can't ! 500: even be opened to run out the guns. This gives frigates and other flush ! 501: decked vessels an advantage in a storm. The scenario ! 502: .I Pellew vs. The Droits de L'Homme ! 503: takes advantage of this peculiar circumstance. ! 504: .SH REPAIRS ! 505: Repairs may be made to your Hull, Guns, and Rigging at the slow rate of ! 506: two points per three turns. The message "Repairs Completed" will be ! 507: printed if no more repairs can be made. ! 508: .SH PECULIARITIES OF COMPUTER SHIPS ! 509: Computer ships in ! 510: .I Sail ! 511: follow all the rules above with a few exceptions. Computer ships never ! 512: repair damage. If they did, the players could never beat them. They ! 513: play well enough as it is. As a consolation, the computer ships can fire double ! 514: shot every turn. That fluke is a good reason to keep your distance. The ! 515: .I ! 516: Driver ! 517: figures out the moves of the computer ships. It computes them with a typical ! 518: A.I. distance function and a depth first search to find the maximum "score." ! 519: It seems to work fairly well, although I'll be the first to admit it isn't ! 520: perfect. ! 521: .SH HOW TO PLAY ! 522: Commands are given to ! 523: .I Sail ! 524: by typing a single character. You will then be prompted for further ! 525: input. A brief summary of the commands follows. ! 526: .bp ! 527: .SH COMMAND SUMMARY ! 528: .nf ! 529: ! 530: 'f' Fire broadsides if they bear ! 531: 'l' Reload ! 532: 'L' Unload broadsides (to change ammo) ! 533: 'm' Move ! 534: 'i' Print the closest ship ! 535: 'I' Print all ships ! 536: 'F' Find a particular ship or ships (e.g. "a?" for all Americans) ! 537: 's' Send a message around the fleet ! 538: 'b' Attempt to board an enemy ship ! 539: 'B' Recall boarding parties ! 540: 'c' Change set of sail ! 541: 'r' Repair ! 542: 'u' Attempt to unfoul ! 543: 'g' Grapple/ungrapple ! 544: 'v' Print version number of game ! 545: '^L' Redraw screen ! 546: 'Q' Quit ! 547: ! 548: 'C' Center your ship in the window ! 549: 'U' Move window up ! 550: 'D','N' Move window down ! 551: 'H' Move window left ! 552: 'J' Move window right ! 553: 'S' Toggle window to follow your ship or stay where it is ! 554: ! 555: .fi ! 556: .bg ! 557: .SH SCENARIOS ! 558: Here is a summary of the scenarios in ! 559: .I Sail: ! 560: ! 561: .br ! 562: .SH Ranger vs. Drake: ! 563: .nf ! 564: Wind from the N, blowing a fresh breeze. ! 565: ! 566: (a) Ranger 19 gun Sloop (crack crew) (7 pts) ! 567: (b) Drake 17 gun Sloop (crack crew) (6 pts) ! 568: .SH The Battle of Flamborough Head: ! 569: .nf ! 570: Wind from the S, blowing a fresh breeze. ! 571: ! 572: .fi ! 573: This is John Paul Jones' first famous battle. Aboard the Bonhomme ! 574: Richard, he was able to overcome the Serapis's greater firepower ! 575: by quickly boarding her. ! 576: .nf ! 577: ! 578: (a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts) ! 579: (b) Serapis 44 gun Frigate (crack crew) (12 pts) ! 580: .SH Arbuthnot and Des Touches: ! 581: .nf ! 582: Wind from the N, blowing a gale. ! 583: ! 584: (b) America 64 gun Ship of the Line (crack crew) (20 pts) ! 585: (b) Befford 74 gun Ship of the Line (crack crew) (26 pts) ! 586: (b) Adamant 50 gun Ship of the Line (crack crew) (17 pts) ! 587: (b) London 98 gun 3 Decker SOL (crack crew) (28 pts) ! 588: (b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts) ! 589: (f) Neptune 74 gun Ship of the Line (average crew) (24 pts) ! 590: (f) Duc Bougogne 80 gun 3 Decker SOL (average crew) (27 pts) ! 591: (f) Conquerant 74 gun Ship of the Line (average crew) (24 pts) ! 592: (f) Provence 64 gun Ship of the Line (average crew) (18 pts) ! 593: (f) Romulus 44 gun Ship of the Line (average crew) (10 pts) ! 594: .SH Suffren and Hughes: ! 595: .nf ! 596: ! 597: Wind from the S, blowing a fresh breeze. ! 598: ! 599: (b) Monmouth 74 gun Ship of the Line (average crew) (24 pts) ! 600: (b) Hero 74 gun Ship of the Line (crack crew) (26 pts) ! 601: (b) Isis 50 gun Ship of the Line (crack crew) (17 pts) ! 602: (b) Superb 74 gun Ship of the Line (crack crew) (27 pts) ! 603: (b) Burford 74 gun Ship of the Line (average crew) (24 pts) ! 604: (f) Flamband 50 gun Ship of the Line (average crew) (14 pts) ! 605: (f) Annibal 74 gun Ship of the Line (average crew) (24 pts) ! 606: (f) Severe 64 gun Ship of the Line (average crew) (18 pts) ! 607: (f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts) ! 608: (f) Sphinx 80 gun Ship of the Line (average crew) (27 pts) ! 609: .SH Nymphe vs. Cleopatre: ! 610: .nf ! 611: Wind from the S, blowing a fresh breeze. ! 612: ! 613: (b) Nymphe 36 gun Frigate (crack crew) (11 pts) ! 614: (f) Cleopatre 36 gun Frigate (average crew) (10 pts) ! 615: .SH Mars vs. Hercule: ! 616: Wind from the S, blowing a fresh breeze. ! 617: .nf ! 618: (b) Mars 74 gun Ship of the Line (crack crew) (26 pts) ! 619: (f) Hercule 74 gun Ship of the Line (average crew) (23 pts) ! 620: .SH Ambuscade vs. Baionnaise: ! 621: .nf ! 622: Wind from the N, blowing a fresh breeze. ! 623: ! 624: (b) Ambuscade 32 gun Frigate (average crew) (9 pts) ! 625: (f) Baionnaise 24 gun Corvette (average crew) (9 pts) ! 626: .SH Constellation vs. Insurgent: ! 627: .nf ! 628: Wind from the S, blowing a gale. ! 629: ! 630: (a) Constellation 38 gun Corvette (elite crew) (17 pts) ! 631: (f) Insurgent 36 gun Corvette (average crew) (11 pts) ! 632: .SH Constellation vs. Vengeance: ! 633: .nf ! 634: Wind from the S, blowing a fresh breeze. ! 635: ! 636: (a) Constellation 38 gun Corvette (elite crew) (17 pts) ! 637: (f) Vengeance 40 gun Frigate (average crew) (15 pts) ! 638: .SH The Battle of Lissa: ! 639: .nf ! 640: Wind from the S, blowing a fresh breeze. ! 641: ! 642: (b) Amphion 32 gun Frigate (elite crew) (13 pts) ! 643: (b) Active 38 gun Frigate (elite crew) (18 pts) ! 644: (b) Volage 22 gun Frigate (elite crew) (11 pts) ! 645: (b) Cerberus 32 gun Frigate (elite crew) (13 pts) ! 646: (f) Favorite 40 gun Frigate (average crew) (15 pts) ! 647: (f) Flore 40 gun Frigate (average crew) (15 pts) ! 648: (f) Danae 40 gun Frigate (crack crew) (17 pts) ! 649: (f) Bellona 32 gun Frigate (green crew) (9 pts) ! 650: (f) Corona 40 gun Frigate (green crew) (12 pts) ! 651: (f) Carolina 32 gun Frigate (green crew) (7 pts) ! 652: .SH Constitution vs. Guerriere: ! 653: .nf ! 654: Wind from the SW, blowing a gale. ! 655: ! 656: (a) Constitution 44 gun Corvette (elite crew) (24 pts) ! 657: (b) Guerriere 38 gun Frigate (crack crew) (15 pts) ! 658: .SH United States vs. Macedonian: ! 659: .nf ! 660: Wind from the S, blowing a fresh breeze. ! 661: ! 662: (a) United States 44 gun Frigate (elite crew) (24 pts) ! 663: (b) Macedonian 38 gun Frigate (crack crew) (16 pts) ! 664: .SH Constitution vs. Java: ! 665: .nf ! 666: Wind from the S, blowing a fresh breeze. ! 667: ! 668: (a) Constitution 44 gun Corvette (elite crew) (24 pts) ! 669: (b) Java 38 gun Corvette (crack crew) (19 pts) ! 670: .SH Chesapeake vs. Shannon: ! 671: .nf ! 672: Wind from the S, blowing a fresh breeze. ! 673: ! 674: (a) Chesapeake 38 gun Frigate (average crew) (14 pts) ! 675: (b) Shannon 38 gun Frigate (elite crew) (17 pts) ! 676: .SH The Battle of Lake Erie: ! 677: .nf ! 678: Wind from the S, blowing a light breeze. ! 679: ! 680: (a) Lawrence 20 gun Sloop (crack crew) (9 pts) ! 681: (a) Niagara 20 gun Sloop (elite crew) (12 pts) ! 682: (b) Lady Prevost 13 gun Brig (crack crew) (5 pts) ! 683: (b) Detroit 19 gun Sloop (crack crew) (7 pts) ! 684: (b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts) ! 685: .SH Wasp vs. Reindeer: ! 686: .nf ! 687: Wind from the S, blowing a light breeze. ! 688: ! 689: (a) Wasp 20 gun Sloop (elite crew) (12 pts) ! 690: (b) Reindeer 18 gun Sloop (elite crew) (9 pts) ! 691: .SH Constitution vs. Cyane and Levant: ! 692: .br ! 693: Wind from the S, blowing a moderate breeze. ! 694: ! 695: (a) Constitution 44 gun Corvette (elite crew) (24 pts) ! 696: (b) Cyane 24 gun Sloop (crack crew) (11 pts) ! 697: (b) Levant 20 gun Sloop (crack crew) (10 pts) ! 698: .br ! 699: .SH Pellew vs. Droits de L'Homme: ! 700: .nf ! 701: Wind from the N, blowing a gale. ! 702: ! 703: (b) Indefatigable 44 gun Frigate (elite crew) (14 pts) ! 704: (b) Amazon 36 gun Frigate (crack crew) (14 pts) ! 705: (f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts) ! 706: .SH Algeciras: ! 707: .nf ! 708: Wind from the SW, blowing a moderate breeze. ! 709: ! 710: (b) Caesar 80 gun Ship of the Line (crack crew) (31 pts) ! 711: (b) Pompee 74 gun Ship of the Line (crack crew) (27 pts) ! 712: (b) Spencer 74 gun Ship of the Line (crack crew) (26 pts) ! 713: (b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts) ! 714: (s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts) ! 715: (s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts) ! 716: (s) Argonauta 80 gun Ship of the Line (green crew) (23 pts) ! 717: (s) San Augustine 74 gun Ship of the Line (green crew) (20 pts) ! 718: (f) Indomptable 80 gun Ship of the Line (average crew) (27 pts) ! 719: (f) Desaix 74 gun Ship of the Line (average crew) (24 pts) ! 720: .SH Lake Champlain: ! 721: .nf ! 722: Wind from the N, blowing a fresh breeze. ! 723: ! 724: (a) Saratoga 26 gun Sloop (crack crew) (12 pts) ! 725: (a) Eagle 20 gun Sloop (crack crew) (11 pts) ! 726: (a) Ticonderoga 17 gun Sloop (crack crew) (9 pts) ! 727: (a) Preble 7 gun Brig (crack crew) (4 pts) ! 728: (b) Confiance 37 gun Frigate (crack crew) (14 pts) ! 729: (b) Linnet 16 gun Sloop (elite crew) (10 pts) ! 730: (b) Chubb 11 gun Brig (crack crew) (5 pts) ! 731: .SH Last Voyage of the USS President: ! 732: .nf ! 733: Wind from the N, blowing a fresh breeze. ! 734: ! 735: (a) President 44 gun Frigate (elite crew) (24 pts) ! 736: (b) Endymion 40 gun Frigate (crack crew) (17 pts) ! 737: (b) Pomone 44 gun Frigate (crack crew) (20 pts) ! 738: (b) Tenedos 38 gun Frigate (crack crew) (15 pts) ! 739: .SH Hornblower and the Natividad: ! 740: .nf ! 741: Wind from the E, blowing a gale. ! 742: ! 743: .fi ! 744: A scenario for you Horny fans. Remember, he sank the Natividad ! 745: against heavy odds and winds. Hint: don't try to board the Natividad, ! 746: her crew is much bigger, albeit green. ! 747: .nf ! 748: ! 749: (b) Lydia 36 gun Frigate (elite crew) (13 pts) ! 750: (s) Natividad 50 gun Ship of the Line (green crew) (14 pts) ! 751: .SH Curse of the Flying Dutchman: ! 752: .nf ! 753: Wind from the S, blowing a fresh breeze. ! 754: ! 755: Just for fun, take the Piece of cake. ! 756: ! 757: (s) Piece of Cake 24 gun Corvette (average crew) (9 pts) ! 758: (f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts) ! 759: .SH The South Pacific: ! 760: .nf ! 761: Wind from the S, blowing a strong breeze. ! 762: ! 763: (a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts) ! 764: (b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts) ! 765: (s) Australian 32 gun Frigate (average crew) (9 pts) ! 766: (f) Bikini Atoll 7 gun Brig (crack crew) (4 pts) ! 767: .SH Hornblower and the battle of Rosas bay: ! 768: .nf ! 769: Wind from the E, blowing a fresh breeze. ! 770: ! 771: The only battle Hornblower ever lost. He was able to dismast one ! 772: ship and stern rake the others though. See if you can do as well. ! 773: .nf ! 774: ! 775: (b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts) ! 776: (f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts) ! 777: (f) Nightmare 74 gun Ship of the Line (average crew) (24 pts) ! 778: (f) Paris 112 gun 3 Decker SOL (green crew) (27 pts) ! 779: (f) Napolean 74 gun Ship of the Line (green crew) (20 pts) ! 780: .SH Cape Horn: ! 781: .nf ! 782: Wind from the NE, blowing a strong breeze. ! 783: ! 784: (a) Concord 80 gun Ship of the Line (average crew) (27 pts) ! 785: (a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts) ! 786: (b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts) ! 787: (s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts) ! 788: (f) Musket 80 gun 3 Decker SOL (average crew) (27 pts) ! 789: .SH New Orleans: ! 790: .nf ! 791: Wind from the SE, blowing a fresh breeze. ! 792: ! 793: Watch that little Cypress go! ! 794: ! 795: (a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts) ! 796: (b) Firefly 74 gun Ship of the Line (crack crew) (27 pts) ! 797: (b) Cypress 44 gun Frigate (elite crew) (14 pts) ! 798: .SH Botany Bay: ! 799: .nf ! 800: Wind from the N, blowing a fresh breeze. ! 801: ! 802: (b) Shark 64 gun Ship of the Line (average crew) (18 pts) ! 803: (f) Coral Snake 44 gun Corvette (elite crew) (24 pts) ! 804: (f) Sea Lion 44 gun Frigate (elite crew) (24 pts) ! 805: .SH Voyage to the Bottom of the Sea: ! 806: .nf ! 807: Wind from the NW, blowing a fresh breeze. ! 808: ! 809: This one is dedicated to Richard Basehart and David Hedison. ! 810: ! 811: (a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts) ! 812: (a) Flying Sub 40 gun Frigate (crack crew) (17 pts) ! 813: (b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts) ! 814: (s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts) ! 815: .SH Frigate Action: ! 816: .nf ! 817: Wind from the E, blowing a fresh breeze. ! 818: ! 819: (a) Killdeer 40 gun Frigate (average crew) (15 pts) ! 820: (b) Sandpiper 40 gun Frigate (average crew) (15 pts) ! 821: (s) Curlew 38 gun Frigate (crack crew) (16 pts) ! 822: .SH The Battle of Midway: ! 823: .nf ! 824: Wind from the E, blowing a moderate breeze. ! 825: ! 826: (a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts) ! 827: (a) Yorktown 80 gun Ship of the Line (average crew) (27 pts) ! 828: (a) Hornet 74 gun Ship of the Line (average crew) (24 pts) ! 829: (j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts) ! 830: (j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts) ! 831: (j) Soryu 80 gun Ship of the Line (green crew) (23 pts) ! 832: ! 833: .SH Star Trek: ! 834: .nf ! 835: Wind from the S, blowing a fresh breeze. ! 836: ! 837: (a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts) ! 838: (a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts) ! 839: (a) Reliant 450 gun Ship of the Line (elite crew) (75 pts) ! 840: (a) Galileo 450 gun Ship of the Line (elite crew) (75 pts) ! 841: (k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts) ! 842: (k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts) ! 843: (o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts) ! 844: (o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts) ! 845: ! 846: .SH CONCLUSION ! 847: ! 848: .I Sail ! 849: has been a group effort. ! 850: ! 851: .SH AUTHOR ! 852: Dave Riggle ! 853: .SH CO-AUTHOR ! 854: Ed Wang ! 855: .SH REFITTING ! 856: Craig Leres ! 857: .SH CONSULTANTS ! 858: .nf ! 859: Chris Guthrie ! 860: Captain Happy ! 861: Horatio Nelson ! 862: and many valiant others... ! 863: .fi ! 864: .SH "REFERENCES" ! 865: .nf ! 866: Wooden Ships & Iron Men, by Avalon Hill ! 867: Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester ! 868: Captain Richard Bolitho Novels, (12 of them) by Alexander Kent ! 869: The Complete Works of Captain Frederick Marryat, (about 20) especially ! 870: .in +6n ! 871: Mr. Midshipman Easy ! 872: Peter Simple ! 873: Jacob Faithful ! 874: Japhet in Search of a Father ! 875: Snarleyyow, or The Dog Fiend ! 876: Frank Mildmay, or The Naval Officer ! 877: .in -6n ! 878: .SH BUGS ! 879: Probably a few, and please report them to "[email protected]" and ! 880: "[email protected]"
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