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