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[unix-history] / usr / src / games / sail / sail.6
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1.\" Copyright (c) 1980 Regents of the University of California.
2.\" All rights reserved. The Berkeley software License Agreement
3.\" specifies the terms and conditions for redistribution.
4d916e9a 4.\"
76797561 5.\" @(#)sail.6 5.1 (Berkeley) %G%
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6.\"
7
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8.TH SAIL PUBLIC
9.UC 4
10.SH NAME
11sail \- multi-user wooden ships and iron men
12.SH SYNOPSIS
13.B sail
14[
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15.B \-s
16[
17.B \-l
18] ] [
19.B \-x
20] [
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21.B \-b
22] [
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23.B num
24]
25.br
26.fi
27.SH DESCRIPTION
28.I Sail
29is a computer version of Avalon Hill's game of fighting sail
30originally developed by S. Craig Taylor.
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31.PP
32Players of
33.I Sail
34take command of an old fashioned Man of War and fight other
35players or the computer. They may re-enact one of the many
36historical sea battles recorded in the game, or they can choose
37a fictional battle.
38.PP
39As a sea captain in the
40.I Sail
41Navy, the player has complete control over the workings of his ship.
42He must order every maneuver, change the set of his sails, and judge the
43right moment to let loose the terrible destruction of his broadsides.
44In addition to fighting the enemy, he must harness the powers of the wind
45and sea to make them work for him. The outcome of many battles during the
46age of sail was decided by the ability of one captain to hold the `weather
47gage.'
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48.PP
49The flags are:
50.TP
51.B \-s
52Print the names and ships of the top ten sailors.
53.TP
54.B \-l
55Show the login name. Only effective with \fB-s\fP.
56.TP
57.B \-x
58Play the first available ship instead of prompting for a choice.
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59.TP
60.B \-b
61No bells.
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62.SH IMPLEMENTATION
63.I Sail
64is really two programs in one. Each player starts up a process which
65runs his own ship. In addition, a
66.I driver
57388e81 67process is forked (by the first player) to run the computer ships
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68and take care of global bookkeeping.
69.PP
70Because the
71.I driver
72must calculate moves for each ship it controls, the
73more ships the computer is playing, the slower the game will appear.
74.PP
75If a player joins a game in progress, he will synchronize
76with the other players (a rather slow process for everyone), and
77then he may play along with the rest.
78.PP
79To implement a multi-user game in Version 7 UNIX, which was the operating
80system
81.I Sail
82was first written under, the communicating processes must use a common
83temporary file as a place to read and write messages. In addition, a
84locking mechanism must be provided to ensure exclusive access to the
85shared file. For example,
86.I Sail
87uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
88corresponding file names for the other scenarios. To provide exclusive
89access to the temporary file,
90.I Sail
91uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
92Processes do a busy wait in the loop
93.br
94.sp
95.ce 2
96 for (n = 0; link(sync_file, sync_lock) < 0 && n < 30; n++)
97 sleep(2);
98.br
99.sp
100until they are able to create a link to a file named "/tmp/#saillock.??".
101The "??" correspond to the scenario number of the game. Since UNIX
102guarantees that a link will point to only one file, the process that succeeds
103in linking will have exclusive access to the temporary file.
104.PP
105Whether or not this really works is open to speculation. When ucbmiro
106was rebooted after a crash, the file system check program found 3 links
107between the
108.I Sail
109temporary file and its link file.
110.SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
111When players do something of global interest, such as moving or firing,
112the driver must coordinate the action with the other ships in the game.
113For example, if a player wants to move in a certain direction, he writes a
114message into the temporary file requesting the driver to move his ship.
115Each ``turn,'' the driver reads all the messages sent from the players and
116decides what happened. It then writes back into the temporary file new
117values of variables, etc.
118.PP
119The most noticeable effect this communication has on the game is the
120delay in moving. Suppose a player types a move for his ship and hits
121return. What happens then? The player process saves up messages to
122be written to the temporary file in a buffer. Every 7 seconds or so, the
123player process gets exclusive access to the temporary file and writes
124out its buffer to the file. The driver, running asynchronously, must
125read in the movement command, process it, and write out the results. This
126takes two exclusive accesses to the temporary file. Finally, when the player
127process gets around to doing another 7 second update, the results of the
128move are displayed on the screen. Hence, every movement requires four
129exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
130depending upon asynchrony) before the player sees the results of his moves.
131.PP
132In practice, the delays are not as annoying as they would appear. There
133is room for "pipelining" in the movement. After the player writes out
134a first movement message, a second movement command can then be issued.
135The first message will be in the temporary file waiting for the driver, and
136the second will be in the file buffer waiting to be written to the file.
137Thus, by always typing moves a turn ahead of the time, the player can
138sail around quite quickly.
139.PP
140If the player types several movement commands between two 7 second updates,
141only the last movement command typed will be seen by the driver. Movement
142commands within the same update "overwrite" each other, in a sense.
143.SH THE HISTORY OF SAIL
144I wrote the first version of
eb6453a2 145.I Sail
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146on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous,
147not portable in any sense of the word, and didn't work. The program was not
148very modular and had fseeks() and fwrites() every few lines. After a
149tremendous rewrite from the top down, I got the first working version up by
1501981. There were several annoying bugs concerning firing broadsides and
151finding angles.
152.I Sail
153uses no floating point, by the way, so the direction routines are rather
154tricky.
155Ed Wang rewrote my angle() routine in 1981 to be more correct (although
156it still doesn't work perfectly), and he added code to let a player select
157which ship he wanted at the start of the game (instead of the first one
158available).
159.PP
160Captain Happy (Craig Leres) is responsible for making
161.I Sail
162portable for the first time. This was no easy task, by the way. Constants
163like 2 and 10 were very frequent in the code. I also became famous for
164using "Riggle Memorial Structures" in
165.I Sail.
166Many of my structure references are so long that they run off the line
167printer page. Here is an example, if you promise not to laugh.
168.br
169.sp
170.ce
171specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
172.br
173.sp
eb6453a2 174.PP
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175.I Sail
176received its fourth and most thorough rewrite in the summer and fall
177of 1983. Ed Wang rewrote and modularized the code (a monumental feat)
178almost from scratch. Although he introduced many new bugs, the final
179result was very much cleaner and (?) faster. He added window movement
180commands and find ship commands.
eb6453a2 181.SH HISTORICAL INFO
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182Old Square Riggers were very maneuverable ships capable of intricate
183sailing. Their only disadvantage was an inability to sail very
184close to the wind. The design of a wooden ship allowed only for the
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185guns to bear to the left and right sides. A few guns of small
186aspect (usually 6 or 9 pounders) could point forward, but their
3bd672cc 187effect was small compared to a 68 gun broadside of 24 or 32 pounders.
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188The guns bear approximately like so:
189.nf
190
191 \\
192 b----------------
193 ---0
194 \\
195 \\
196 \\ up to a range of ten (for round shot)
197 \\
198 \\
199 \\
200
201.fi
3bd672cc 202An interesting phenomenon occurred when a broadside was fired
eb6453a2 203down the length of an enemy ship. The shot tended to bounce along
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204the deck and did several times more damage. This phenomenon was called
205a rake. Because the bows of a ship are very strong and present a smaller
206target than the stern, a stern rake (firing from the stern to the bow) causes
207more damage than a bow rake.
208.nf
209
210 b
211 00 ---- Stern rake!
212 a
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213
214.fi
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215Most ships were equipped with carronades, which were very large, close
216range cannons. American ships from the revolution until the War of 1812
217were almost entirely armed with carronades.
eb6453a2 218.PP
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219The period of history covered in
220.I Sail
221is approximately from the 1770's until the end of Napoleanic France in 1815.
222There are many excellent books about the age of sail. My favorite author
223is Captain Frederick Marryat. More contemporary authors include C.S. Forester
224and Alexander Kent.
225.PP
226Fighting ships came in several sizes classed by armament. The mainstays of
227any fleet were its "Ships of the Line", or "Line of Battle Ships". They
228were so named because these ships fought together in great lines. They were
229close enough for mutual support, yet every ship could fire both its broadsides.
230We get the modern words "ocean liner," or "liner," and "battleship" from
231"ship of the line." The most common size was the the 74 gun two decked
232ship of the line. The two gun decks usually mounted 18 and 24 pounder guns.
233.PP
234The pride of the fleet were the first rates. These were huge three decked
235ships of the line mounting 80 to 136 guns. The guns in the three tiers
236were usually 18, 24, and 32 pounders in that order from top to bottom.
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238Various other ships came next. They were almost all "razees," or ships
239of the line with one deck sawed off. They mounted 40-64 guns and were
240a poor cross between a frigate and a line of battle ship. They neither
241had the speed of the former nor the firepower of the latter.
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243Next came the "eyes of the fleet." Frigates came in many sizes mounting
244anywhere from 32 to 44 guns. They were very handy vessels. They could
245outsail anything bigger and outshoot anything smaller. Frigates didn't
246fight in lines of battle as the much bigger 74's did. Instead, they
247harassed the enemy's rear or captured crippled ships. They were much
248more useful in missions away from the fleet, such as cutting out expeditions
249or boat actions. They could hit hard and get away fast.
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251Lastly, there were the corvettes, sloops, and brigs. These were smaller
252ships mounting typically fewer than 20 guns. A corvette was only slightly
253smaller than a frigate, so one might have up to 30 guns. Sloops were used
254for carrying dispatches or passengers. Brigs were something you built for
255land-locked lakes.
256.SH SAIL PARTICULARS
257Ships in
eb6453a2 258.I Sail
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259are represented by two characters. One character represents the bow of
260the ship, and the other represents the stern. Ships have nationalities
261and numbers. The first ship of a nationality is number 0, the second
262number 1, etc. Therefore, the first British ship in a game would be
263printed as "b0". The second Brit would be "b1", and the fifth Don
264would be "s4".
265.PP
266Ships can set normal sails, called Battle Sails, or bend on extra canvas
267called Full Sails. A ship under full sail is a beautiful sight indeed,
268and it can move much faster than a ship under Battle Sails. The only
269trouble is, with full sails set, there is so much tension on sail and
270rigging that a well aimed round shot can burst a sail into ribbons where
271it would only cause a little hole in a loose sail. For this reason,
272rigging damage is doubled on a ship with full sails set. Don't let
273that discourage you from using full sails. I like to keep them up
274right into the heat of battle. A ship
275with full sails set has a capital letter for its nationality. E.g.
276a Frog, "f0", with full sails set would be printed as "F0".
277.PP
278When a ship is battered into a listing hulk, the last man aboard "strikes
279the colors." This ceremony is the ship's formal surrender. The nationality
280character
281of a surrendered ship is printed as "!". E.g. the Frog of our last example
282would soon be "!0".
283.PP
284A ship has a random chance of catching fire or sinking when it reaches the
285stage of listing hulk. A sinking ship has a "~" printed for its nationality,
286and a ship on fire and about to explode has a "#" printed.
eb6453a2 287.PP
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288Captured ships become the nationality of the prize crew. Therefore, if
289an American ship captures a British ship, the British ship will have an
290"a" printed for its nationality. In addition, the ship number is changed
291to "&","'", "(", ,")", "*", or "+" depending upon the original number,
292be it 0,1,2,3,4, or 5. E.g. the "b0" captured by an American becomes the
293"a&". The "s4" captured by a Frog becomes the "f*".
eb6453a2 294.PP
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295The ultimate example is, of course, an exploding Brit captured by an
296American: "#&".
297.SH MOVEMENT
298Movement is the most confusing part of
299.I Sail
300to many. Ships can head in 8 directions:
301.nf
302
303 0 0 0
304 b b b0 b b b 0b b
305 0 0 0
306
307.fi
308The stern of a ship moves when it turns. The bow remains stationary.
309Ships can always turn, regardless of the wind (unless they are becalmed).
310All ships drift when they lose headway. If a ship doesn't move forward
311at all for two turns, it will begin to drift. If a ship has begun to
312drift, then it must move forward before it turns, if it plans to do
313more than make a right or left turn, which is always possible.
eb6453a2 314.PP
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315Movement commands to
316.I Sail
317are a string of forward moves and turns. An example is "l3". It will
318turn a ship left and then move it ahead 3 spaces. In the drawing above,
319the "b0" made 7 successive left turns. When
320.I Sail
321prompts you for a move, it prints three characters of import. E.g.
eb6453a2 322.nf
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323 move (7, 4):
324.fi
325The first number is the maximum number of moves you can make,
326including turns. The second number is the maximum number of turns
327you can make. Between the numbers is sometimes printed a quote "'".
328If the quote is present, it means that your ship has been drifting, and
329you must move ahead to regain headway before you turn (see note above).
330Some of the possible moves for the example above are as follows:
331.nf
332
333 move (7, 4): 7
334 move (7, 4): 1
335 move (7, 4): d /* drift, or do nothing */
336 move (7, 4): 6r
337 move (7, 4): 5r1
338 move (7, 4): 4r1r
339 move (7, 4): l1r1r2
340 move (7, 4): 1r1r1r1
eb6453a2 341
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342.fi
343Because square riggers performed so poorly sailing into the wind, if at
344any point in a movement command you turn into the wind, the movement stops
345there. E.g.
346.nf
eb6453a2 347
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348 move (7, 4): l1l4
349 Movement Error;
350 Helm: l1l
eb6453a2 351
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352.fi
353Moreover, whenever you make a turn, your movement allowance drops to
354min(what's left, what you would have at the new attitude). In short,
355if you turn closer to the wind, you most likely won't be able to sail the
356full allowance printed in the "move" prompt.
357.PP
358Old sailing captains had to keep an eye constantly on the wind. Captains
359in
360.I Sail
361are no different. A ship's ability to move depends on its attitide to the
362wind. The best angle possible is to have the wind off your quarter, that is,
363just off the stern. The direction rose on the side of the screen gives the
364possible movements for your ship at all positions to the wind. Battle
365sail speeds are given first, and full sail speeds are given in parenthesis.
366.nf
eb6453a2 367
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368 0 1(2)
369 \\|/
370 -^-3(6)
371 /|\\
372 | 4(7)
373 3(6)
eb6453a2 374
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375.fi
376Pretend the bow of your ship (the "^") is pointing upward and the wind is
377blowing from the bottom to the top of the page. The
378numbers at the bottom "3(6)" will be your speed under battle or full
379sails in such a situation. If the wind is off your quarter, then you
380can move "4(7)". If the wind is off your beam, "3(6)". If the wind is
381off your bow, then you can only move "1(2)". Facing into the wind, you
382can't move at all. Ships facing into the wind were said to be "in irons".
383.SH WINDSPEED AND DIRECTION
384The windspeed and direction is displayed as a little weather vane on the
385side of the screen. The number in the middle of the vane indicates the wind
386speed, and the + to - indicates the wind direction. The wind blows from
387the + sign (high pressure) to the - sign (low pressure). E.g.
388.nf
389
390 |
391 3
392 +
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393
394.fi
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395.PP
396The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
3973 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
398If a hurricane shows up, all ships are destroyed.
399.SH GRAPPLING AND FOULING
400If two ships collide, they run the risk of becoming tangled together. This
401is called "fouling." Fouled ships are stuck together, and neither can move.
402They can unfoul each other if they want to. Boarding parties can only be
403sent across to ships when the antagonists are either fouled or grappled.
404.PP
405Ships can grapple each other by throwing grapnels into the rigging of
406the other.
407.PP
408The number of fouls and grapples you have are displayed on the upper
409right of the screen.
410.SH BOARDING
411Boarding was a very costly venture in terms of human life. Boarding parties
412may be formed in
413.I Sail
414to either board an enemy ship or to defend your own ship against attack.
415Men organized as Defensive Boarding Parties fight twice as hard to save
416their ship as men left unorganized.
417.PP
418The boarding strength of a crew depends upon its quality and upon the
419number of men sent.
420.SH CREW QUALITY
421The British seaman was world renowned for his sailing abilities. American
422sailors, however, were actually the best seamen in the world. Because the
423American Navy offered twice the wages of the Royal Navy, British seamen
424who liked the sea defected to America by the thousands.
425.PP
426In
427.I Sail,
428crew quality is quantized into 5 energy levels. "Elite" crews can outshoot
429and outfight all other sailors. "Crack" crews are next. "Mundane" crews
430are average, and "Green" and "Mutinous" crews are below average. A good
431rule of thumb is that "Crack" or "Elite" crews get one extra hit
432per broadside compared to "Mundane" crews. Don't expect too much from
433"Green" crews.
434.SH BROADSIDES
435Your two broadsides may be loaded with four kinds of shot: grape, chain,
436round, and double. You have guns and carronades in both the port and starboard
437batteries. Carronades only have a range of two, so you have to get in
438close to be able to fire them. You have the choice of firing at the hull
439or rigging of another ship. If the range of the ship is greater than 6,
440then you may only shoot at the rigging.
441.PP
442The types of shot and their advantages are:
443.SH ROUND
444Range of 10. Good for hull or rigging hits.
445.SH DOUBLE
446Range of 1. Extra good for hull or rigging hits.
447Double takes two turns to load.
448.SH CHAIN
449Range of 3. Excellent for tearing down rigging.
450Cannot damage hull or guns, though.
451.SH GRAPE
452Range of 1. Sometimes devastating against enemy crews.
453.PP
454On the side of the screen is displayed some vital information about your
455ship:
456.nf
457
458 Load D! R!
459 Hull 9
460 Crew 4 4 2
461 Guns 4 4
462 Carr 2 2
463 Rigg 5 5 5 5
464
465.fi
466"Load" shows what your port (left) and starboard (right) broadsides are
467loaded with. A "!" after the type of shot indicates that it is an initial
468broadside. Initial broadside were loaded with care before battle and before
469the decks ran red with blood. As a consequence, initial broadsides are a
470little more effective than broadsides loaded later. A "*" after the type of
471shot indicates that the gun
472crews are still loading it, and you cannot fire yet. "Hull" shows how much
473hull you have left. "Crew" shows your three sections of crew. As your
474crew dies off, your ability to fire decreases. "Guns" and "Carr" show
475your port and starboard guns. As you lose guns, your ability to fire
476decreases. "Rigg" shows how much rigging you have on your 3 or 4 masts.
477As rigging is shot away, you lose mobility.
478.SH EFFECTIVENESS OF FIRE
479It is very dramatic when a ship fires its thunderous broadsides, but the
480mere opportunity to fire them does not guarantee any hits. Many factors
481influence the destructive force of a broadside. First of all, and the chief
482factor, is distance. It is harder to hit a ship at range ten than it is
483to hit one sloshing alongside. Next is raking. Raking fire, as
484mentioned before,
485can sometimes dismast a ship at range ten. Next, crew size and quality affects
486the damage done by a broadside. The number of guns firing also bears on the
487point,
488so to speak. Lastly, weather affects the accuracy of a broadside. If the
489seas are high (5 or 6), then the lower gunports of ships of the line can't
490even be opened to run out the guns. This gives frigates and other flush
491decked vessels an advantage in a storm. The scenario
492.I Pellew vs. The Droits de L'Homme
493takes advantage of this peculiar circumstance.
494.SH REPAIRS
495Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
496two points per three turns. The message "Repairs Completed" will be
497printed if no more repairs can be made.
498.SH PECULIARITIES OF COMPUTER SHIPS
499Computer ships in
500.I Sail
501follow all the rules above with a few exceptions. Computer ships never
502repair damage. If they did, the players could never beat them. They
503play well enough as it is. As a consolation, the computer ships can fire double
504shot every turn. That fluke is a good reason to keep your distance. The
505.I
506Driver
507figures out the moves of the computer ships. It computes them with a typical
508A.I. distance function and a depth first search to find the maximum "score."
509It seems to work fairly well, although I'll be the first to admit it isn't
510perfect.
511.SH HOW TO PLAY
512Commands are given to
513.I Sail
514by typing a single character. You will then be prompted for further
515input. A brief summary of the commands follows.
eb6453a2 516.bp
3bd672cc 517.SH COMMAND SUMMARY
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518.nf
519
520 'f' Fire broadsides if they bear
521 'l' Reload
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522 'L' Unload broadsides (to change ammo)
523 'm' Move
524 'i' Print the closest ship
525 'I' Print all ships
526 'F' Find a particular ship or ships (e.g. "a?" for all Americans)
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527 's' Send a message around the fleet
528 'b' Attempt to board an enemy ship
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529 'B' Recall boarding parties
530 'c' Change set of sail
531 'r' Repair
532 'u' Attempt to unfoul
533 'g' Grapple/ungrapple
3bd672cc 534 'v' Print version number of game
eb6453a2 535 '^L' Redraw screen
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536 'Q' Quit
537
538 'C' Center your ship in the window
539 'U' Move window up
540 'D','N' Move window down
541 'H' Move window left
542 'J' Move window right
543 'S' Toggle window to follow your ship or stay where it is
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544
545.fi
546.bg
547.SH SCENARIOS
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548Here is a summary of the scenarios in
549.I Sail:
550
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551.br
552.SH Ranger vs. Drake:
553.nf
554Wind from the N, blowing a fresh breeze.
555
556(a) Ranger 19 gun Sloop (crack crew) (7 pts)
557(b) Drake 17 gun Sloop (crack crew) (6 pts)
558.SH The Battle of Flamborough Head:
559.nf
560Wind from the S, blowing a fresh breeze.
561
562.fi
563This is John Paul Jones' first famous battle. Aboard the Bonhomme
564Richard, he was able to overcome the Serapis's greater firepower
565by quickly boarding her.
566.nf
567
568(a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts)
569(b) Serapis 44 gun Frigate (crack crew) (12 pts)
570.SH Arbuthnot and Des Touches:
571.nf
572Wind from the N, blowing a gale.
573
574(b) America 64 gun Ship of the Line (crack crew) (20 pts)
575(b) Befford 74 gun Ship of the Line (crack crew) (26 pts)
576(b) Adamant 50 gun Ship of the Line (crack crew) (17 pts)
577(b) London 98 gun 3 Decker SOL (crack crew) (28 pts)
578(b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts)
579(f) Neptune 74 gun Ship of the Line (average crew) (24 pts)
580(f) Duc Bougogne 80 gun 3 Decker SOL (average crew) (27 pts)
581(f) Conquerant 74 gun Ship of the Line (average crew) (24 pts)
582(f) Provence 64 gun Ship of the Line (average crew) (18 pts)
583(f) Romulus 44 gun Ship of the Line (average crew) (10 pts)
584.SH Suffren and Hughes:
585.nf
586
587Wind from the S, blowing a fresh breeze.
588
589(b) Monmouth 74 gun Ship of the Line (average crew) (24 pts)
590(b) Hero 74 gun Ship of the Line (crack crew) (26 pts)
591(b) Isis 50 gun Ship of the Line (crack crew) (17 pts)
592(b) Superb 74 gun Ship of the Line (crack crew) (27 pts)
593(b) Burford 74 gun Ship of the Line (average crew) (24 pts)
594(f) Flamband 50 gun Ship of the Line (average crew) (14 pts)
595(f) Annibal 74 gun Ship of the Line (average crew) (24 pts)
596(f) Severe 64 gun Ship of the Line (average crew) (18 pts)
597(f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts)
598(f) Sphinx 80 gun Ship of the Line (average crew) (27 pts)
599.SH Nymphe vs. Cleopatre:
600.nf
601Wind from the S, blowing a fresh breeze.
602
603(b) Nymphe 36 gun Frigate (crack crew) (11 pts)
604(f) Cleopatre 36 gun Frigate (average crew) (10 pts)
605.SH Mars vs. Hercule:
606Wind from the S, blowing a fresh breeze.
607.nf
608(b) Mars 74 gun Ship of the Line (crack crew) (26 pts)
609(f) Hercule 74 gun Ship of the Line (average crew) (23 pts)
610.SH Ambuscade vs. Baionnaise:
611.nf
612Wind from the N, blowing a fresh breeze.
613
614(b) Ambuscade 32 gun Frigate (average crew) (9 pts)
615(f) Baionnaise 24 gun Corvette (average crew) (9 pts)
616.SH Constellation vs. Insurgent:
617.nf
618Wind from the S, blowing a gale.
619
620(a) Constellation 38 gun Corvette (elite crew) (17 pts)
621(f) Insurgent 36 gun Corvette (average crew) (11 pts)
622.SH Constellation vs. Vengeance:
623.nf
624Wind from the S, blowing a fresh breeze.
625
626(a) Constellation 38 gun Corvette (elite crew) (17 pts)
627(f) Vengeance 40 gun Frigate (average crew) (15 pts)
628.SH The Battle of Lissa:
629.nf
630Wind from the S, blowing a fresh breeze.
631
632(b) Amphion 32 gun Frigate (elite crew) (13 pts)
633(b) Active 38 gun Frigate (elite crew) (18 pts)
634(b) Volage 22 gun Frigate (elite crew) (11 pts)
635(b) Cerberus 32 gun Frigate (elite crew) (13 pts)
636(f) Favorite 40 gun Frigate (average crew) (15 pts)
637(f) Flore 40 gun Frigate (average crew) (15 pts)
638(f) Danae 40 gun Frigate (crack crew) (17 pts)
639(f) Bellona 32 gun Frigate (green crew) (9 pts)
640(f) Corona 40 gun Frigate (green crew) (12 pts)
641(f) Carolina 32 gun Frigate (green crew) (7 pts)
642.SH Constitution vs. Guerriere:
643.nf
644Wind from the SW, blowing a gale.
645
646(a) Constitution 44 gun Corvette (elite crew) (24 pts)
647(b) Guerriere 38 gun Frigate (crack crew) (15 pts)
648.SH United States vs. Macedonian:
649.nf
650Wind from the S, blowing a fresh breeze.
651
652(a) United States 44 gun Frigate (elite crew) (24 pts)
653(b) Macedonian 38 gun Frigate (crack crew) (16 pts)
654.SH Constitution vs. Java:
655.nf
656Wind from the S, blowing a fresh breeze.
657
658(a) Constitution 44 gun Corvette (elite crew) (24 pts)
659(b) Java 38 gun Corvette (crack crew) (19 pts)
660.SH Chesapeake vs. Shannon:
661.nf
662Wind from the S, blowing a fresh breeze.
663
664(a) Chesapeake 38 gun Frigate (average crew) (14 pts)
665(b) Shannon 38 gun Frigate (elite crew) (17 pts)
666.SH The Battle of Lake Erie:
667.nf
668Wind from the S, blowing a light breeze.
669
670(a) Lawrence 20 gun Sloop (crack crew) (9 pts)
671(a) Niagara 20 gun Sloop (elite crew) (12 pts)
672(b) Lady Prevost 13 gun Brig (crack crew) (5 pts)
673(b) Detroit 19 gun Sloop (crack crew) (7 pts)
674(b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts)
675.SH Wasp vs. Reindeer:
676.nf
677Wind from the S, blowing a light breeze.
678
679(a) Wasp 20 gun Sloop (elite crew) (12 pts)
680(b) Reindeer 18 gun Sloop (elite crew) (9 pts)
681.SH Constitution vs. Cyane and Levant:
682.br
683Wind from the S, blowing a moderate breeze.
684
685(a) Constitution 44 gun Corvette (elite crew) (24 pts)
686(b) Cyane 24 gun Sloop (crack crew) (11 pts)
687(b) Levant 20 gun Sloop (crack crew) (10 pts)
688.br
689.SH Pellew vs. Droits de L'Homme:
690.nf
691Wind from the N, blowing a gale.
692
693(b) Indefatigable 44 gun Frigate (elite crew) (14 pts)
694(b) Amazon 36 gun Frigate (crack crew) (14 pts)
695(f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts)
696.SH Algeciras:
697.nf
698Wind from the SW, blowing a moderate breeze.
699
700(b) Caesar 80 gun Ship of the Line (crack crew) (31 pts)
701(b) Pompee 74 gun Ship of the Line (crack crew) (27 pts)
702(b) Spencer 74 gun Ship of the Line (crack crew) (26 pts)
703(b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts)
704(s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts)
705(s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts)
706(s) Argonauta 80 gun Ship of the Line (green crew) (23 pts)
707(s) San Augustine 74 gun Ship of the Line (green crew) (20 pts)
708(f) Indomptable 80 gun Ship of the Line (average crew) (27 pts)
709(f) Desaix 74 gun Ship of the Line (average crew) (24 pts)
710.SH Lake Champlain:
711.nf
712Wind from the N, blowing a fresh breeze.
713
714(a) Saratoga 26 gun Sloop (crack crew) (12 pts)
715(a) Eagle 20 gun Sloop (crack crew) (11 pts)
716(a) Ticonderoga 17 gun Sloop (crack crew) (9 pts)
717(a) Preble 7 gun Brig (crack crew) (4 pts)
718(b) Confiance 37 gun Frigate (crack crew) (14 pts)
719(b) Linnet 16 gun Sloop (elite crew) (10 pts)
720(b) Chubb 11 gun Brig (crack crew) (5 pts)
721.SH Last Voyage of the USS President:
722.nf
723Wind from the N, blowing a fresh breeze.
724
725(a) President 44 gun Frigate (elite crew) (24 pts)
726(b) Endymion 40 gun Frigate (crack crew) (17 pts)
727(b) Pomone 44 gun Frigate (crack crew) (20 pts)
728(b) Tenedos 38 gun Frigate (crack crew) (15 pts)
729.SH Hornblower and the Natividad:
730.nf
731Wind from the E, blowing a gale.
732
733.fi
734A scenario for you Horny fans. Remember, he sank the Natividad
735against heavy odds and winds. Hint: don't try to board the Natividad,
736her crew is much bigger, albeit green.
737.nf
738
739(b) Lydia 36 gun Frigate (elite crew) (13 pts)
740(s) Natividad 50 gun Ship of the Line (green crew) (14 pts)
741.SH Curse of the Flying Dutchman:
742.nf
743Wind from the S, blowing a fresh breeze.
744
745Just for fun, take the Piece of cake.
746
747(s) Piece of Cake 24 gun Corvette (average crew) (9 pts)
748(f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts)
749.SH The South Pacific:
750.nf
751Wind from the S, blowing a strong breeze.
752
753(a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts)
754(b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts)
755(s) Australian 32 gun Frigate (average crew) (9 pts)
756(f) Bikini Atoll 7 gun Brig (crack crew) (4 pts)
757.SH Hornblower and the battle of Rosas bay:
758.nf
759Wind from the E, blowing a fresh breeze.
760
761The only battle Hornblower ever lost. He was able to dismast one
3bd672cc 762ship and stern rake the others though. See if you can do as well.
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CL
763.nf
764
765(b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts)
766(f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts)
767(f) Nightmare 74 gun Ship of the Line (average crew) (24 pts)
768(f) Paris 112 gun 3 Decker SOL (green crew) (27 pts)
769(f) Napolean 74 gun Ship of the Line (green crew) (20 pts)
770.SH Cape Horn:
771.nf
772Wind from the NE, blowing a strong breeze.
773
774(a) Concord 80 gun Ship of the Line (average crew) (27 pts)
775(a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts)
776(b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts)
777(s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts)
778(f) Musket 80 gun 3 Decker SOL (average crew) (27 pts)
779.SH New Orleans:
780.nf
781Wind from the SE, blowing a fresh breeze.
782
783Watch that little Cypress go!
784
785(a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts)
786(b) Firefly 74 gun Ship of the Line (crack crew) (27 pts)
787(b) Cypress 44 gun Frigate (elite crew) (14 pts)
788.SH Botany Bay:
789.nf
790Wind from the N, blowing a fresh breeze.
791
792(b) Shark 64 gun Ship of the Line (average crew) (18 pts)
793(f) Coral Snake 44 gun Corvette (elite crew) (24 pts)
794(f) Sea Lion 44 gun Frigate (elite crew) (24 pts)
795.SH Voyage to the Bottom of the Sea:
796.nf
797Wind from the NW, blowing a fresh breeze.
798
3bd672cc 799This one is dedicated to Richard Basehart and David Hedison.
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CL
800
801(a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts)
802(a) Flying Sub 40 gun Frigate (crack crew) (17 pts)
803(b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts)
804(s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts)
805.SH Frigate Action:
806.nf
807Wind from the E, blowing a fresh breeze.
808
809(a) Killdeer 40 gun Frigate (average crew) (15 pts)
810(b) Sandpiper 40 gun Frigate (average crew) (15 pts)
811(s) Curlew 38 gun Frigate (crack crew) (16 pts)
812.SH The Battle of Midway:
813.nf
814Wind from the E, blowing a moderate breeze.
815
816(a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts)
817(a) Yorktown 80 gun Ship of the Line (average crew) (27 pts)
818(a) Hornet 74 gun Ship of the Line (average crew) (24 pts)
3bd672cc
EW
819(j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts)
820(j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts)
821(j) Soryu 80 gun Ship of the Line (green crew) (23 pts)
822
823.SH Star Trek:
824.nf
825Wind from the S, blowing a fresh breeze.
826
827(a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts)
828(a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts)
829(a) Reliant 450 gun Ship of the Line (elite crew) (75 pts)
830(a) Galileo 450 gun Ship of the Line (elite crew) (75 pts)
831(k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts)
832(k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts)
833(o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts)
834(o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts)
835
836.SH CONCLUSION
837
838.I Sail
839has been a group effort.
eb6453a2 840
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CL
841.SH "Ken Arnold Code"
842curses library (pu!)
3bd672cc 843.SH AUTHOR
eb6453a2 844Dave Riggle
3bd672cc
EW
845.SH CO-AUTHOR
846Ed Wang
847.SH REFITTING
eb6453a2 848Craig Leres
3bd672cc 849.SH CONSULTANTS
eb6453a2
CL
850.nf
851Chris Guthrie
852Captain Happy
3bd672cc 853Horatio Nelson
eb6453a2 854Nancy Reagan
3bd672cc
EW
855 and many valiant others...
856.fi
857.SH "REFERENCES"
858.nf
859Wooden Ships & Iron Men, by Avalon Hill
860Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
861Captain Richard Bolitho Novels, (12 of them) by Alexander Kent
862The Complete Works of Captain Frederick Marryat, (about 20) especially
863 Mr. Midshipman Easy
864 Peter Simple
865 Jacob Faithful
866 Japhet in Search of a Father
867 Snarleyyow, or The Dog Fiend
868 Frank Mildmay, or The Naval Officer
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CL
869.fi
870.SH "SEE ALSO"
871midway(PUBLIC)
872.SH BUGS
3bd672cc 873Probably a few, and please report them to "riggle@ernie" and "edward@arpa."