date and time created 88/10/19 15:33:10 by bostic
[unix-history] / usr / src / games / sail / sail.6
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1.\" Copyright (c) 1988 Regents of the University of California.
2.\" All rights reserved.
4d916e9a 3.\"
03d6e220 4.\" Redistribution and use in source and binary forms are permitted
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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.
4d916e9a 15.\"
57a981eb 16.\" @(#)sail.6 5.5 (Berkeley) %G%
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17.\"
18.TH SAIL 6 ""
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19.UC 4
20.SH NAME
21sail \- multi-user wooden ships and iron men
22.SH SYNOPSIS
23.B sail
24[
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25.B \-s
26[
27.B \-l
28] ] [
29.B \-x
30] [
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31.B \-b
32] [
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33.B num
34]
35.br
36.fi
37.SH DESCRIPTION
38.I Sail
39is a computer version of Avalon Hill's game of fighting sail
40originally developed by S. Craig Taylor.
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41.PP
42Players of
43.I Sail
44take command of an old fashioned Man of War and fight other
45players or the computer. They may re-enact one of the many
46historical sea battles recorded in the game, or they can choose
47a fictional battle.
48.PP
49As a sea captain in the
50.I Sail
51Navy, the player has complete control over the workings of his ship.
52He must order every maneuver, change the set of his sails, and judge the
53right moment to let loose the terrible destruction of his broadsides.
54In addition to fighting the enemy, he must harness the powers of the wind
55and sea to make them work for him. The outcome of many battles during the
56age of sail was decided by the ability of one captain to hold the `weather
57gage.'
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58.PP
59The flags are:
60.TP
61.B \-s
62Print the names and ships of the top ten sailors.
63.TP
64.B \-l
65Show the login name. Only effective with \fB-s\fP.
66.TP
67.B \-x
68Play the first available ship instead of prompting for a choice.
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69.TP
70.B \-b
71No bells.
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72.SH IMPLEMENTATION
73.I Sail
74is really two programs in one. Each player starts up a process which
75runs his own ship. In addition, a
76.I driver
57388e81 77process is forked (by the first player) to run the computer ships
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78and take care of global bookkeeping.
79.PP
80Because the
81.I driver
82must calculate moves for each ship it controls, the
83more ships the computer is playing, the slower the game will appear.
84.PP
85If a player joins a game in progress, he will synchronize
86with the other players (a rather slow process for everyone), and
87then he may play along with the rest.
88.PP
89To implement a multi-user game in Version 7 UNIX, which was the operating
90system
91.I Sail
92was first written under, the communicating processes must use a common
93temporary file as a place to read and write messages. In addition, a
94locking mechanism must be provided to ensure exclusive access to the
95shared file. For example,
96.I Sail
97uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
98corresponding file names for the other scenarios. To provide exclusive
99access to the temporary file,
100.I Sail
101uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
102Processes 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
110until they are able to create a link to a file named "/tmp/#saillock.??".
111The "??" correspond to the scenario number of the game. Since UNIX
112guarantees that a link will point to only one file, the process that succeeds
113in linking will have exclusive access to the temporary file.
114.PP
115Whether or not this really works is open to speculation. When ucbmiro
116was rebooted after a crash, the file system check program found 3 links
117between the
118.I Sail
119temporary file and its link file.
120.SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
121When players do something of global interest, such as moving or firing,
122the driver must coordinate the action with the other ships in the game.
123For example, if a player wants to move in a certain direction, he writes a
124message into the temporary file requesting the driver to move his ship.
125Each ``turn,'' the driver reads all the messages sent from the players and
126decides what happened. It then writes back into the temporary file new
127values of variables, etc.
128.PP
129The most noticeable effect this communication has on the game is the
130delay in moving. Suppose a player types a move for his ship and hits
131return. What happens then? The player process saves up messages to
132be written to the temporary file in a buffer. Every 7 seconds or so, the
133player process gets exclusive access to the temporary file and writes
134out its buffer to the file. The driver, running asynchronously, must
135read in the movement command, process it, and write out the results. This
136takes two exclusive accesses to the temporary file. Finally, when the player
137process gets around to doing another 7 second update, the results of the
138move are displayed on the screen. Hence, every movement requires four
139exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
140depending upon asynchrony) before the player sees the results of his moves.
141.PP
142In practice, the delays are not as annoying as they would appear. There
143is room for "pipelining" in the movement. After the player writes out
144a first movement message, a second movement command can then be issued.
145The first message will be in the temporary file waiting for the driver, and
146the second will be in the file buffer waiting to be written to the file.
147Thus, by always typing moves a turn ahead of the time, the player can
148sail around quite quickly.
149.PP
150If the player types several movement commands between two 7 second updates,
151only the last movement command typed will be seen by the driver. Movement
152commands within the same update "overwrite" each other, in a sense.
153.SH THE HISTORY OF SAIL
154I wrote the first version of
eb6453a2 155.I Sail
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156on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous,
157not portable in any sense of the word, and didn't work. The program was not
158very modular and had fseeks() and fwrites() every few lines. After a
159tremendous rewrite from the top down, I got the first working version up by
1601981. There were several annoying bugs concerning firing broadsides and
161finding angles.
162.I Sail
163uses no floating point, by the way, so the direction routines are rather
164tricky.
165Ed Wang rewrote my angle() routine in 1981 to be more correct (although
166it still doesn't work perfectly), and he added code to let a player select
167which ship he wanted at the start of the game (instead of the first one
168available).
169.PP
170Captain Happy (Craig Leres) is responsible for making
171.I Sail
172portable for the first time. This was no easy task, by the way. Constants
173like 2 and 10 were very frequent in the code. I also became famous for
174using "Riggle Memorial Structures" in
175.I Sail.
176Many of my structure references are so long that they run off the line
177printer page. Here is an example, if you promise not to laugh.
178.br
179.sp
180.ce
181specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
182.br
183.sp
eb6453a2 184.PP
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185.I Sail
186received its fourth and most thorough rewrite in the summer and fall
187of 1983. Ed Wang rewrote and modularized the code (a monumental feat)
188almost from scratch. Although he introduced many new bugs, the final
189result was very much cleaner and (?) faster. He added window movement
190commands and find ship commands.
eb6453a2 191.SH HISTORICAL INFO
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192Old Square Riggers were very maneuverable ships capable of intricate
193sailing. Their only disadvantage was an inability to sail very
194close to the wind. The design of a wooden ship allowed only for the
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195guns to bear to the left and right sides. A few guns of small
196aspect (usually 6 or 9 pounders) could point forward, but their
3bd672cc 197effect was small compared to a 68 gun broadside of 24 or 32 pounders.
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198The 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
3bd672cc 212An interesting phenomenon occurred when a broadside was fired
eb6453a2 213down the length of an enemy ship. The shot tended to bounce along
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214the deck and did several times more damage. This phenomenon was called
215a rake. Because the bows of a ship are very strong and present a smaller
216target than the stern, a stern rake (firing from the stern to the bow) causes
217more damage than a bow rake.
218.nf
219
220 b
221 00 ---- Stern rake!
222 a
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223
224.fi
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225Most ships were equipped with carronades, which were very large, close
226range cannons. American ships from the revolution until the War of 1812
227were almost entirely armed with carronades.
eb6453a2 228.PP
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229The period of history covered in
230.I Sail
231is approximately from the 1770's until the end of Napoleanic France in 1815.
232There are many excellent books about the age of sail. My favorite author
233is Captain Frederick Marryat. More contemporary authors include C.S. Forester
234and Alexander Kent.
235.PP
236Fighting ships came in several sizes classed by armament. The mainstays of
237any fleet were its "Ships of the Line", or "Line of Battle Ships". They
238were so named because these ships fought together in great lines. They were
239close enough for mutual support, yet every ship could fire both its broadsides.
240We 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
242ship of the line. The two gun decks usually mounted 18 and 24 pounder guns.
243.PP
244The pride of the fleet were the first rates. These were huge three decked
245ships of the line mounting 80 to 136 guns. The guns in the three tiers
246were usually 18, 24, and 32 pounders in that order from top to bottom.
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248Various other ships came next. They were almost all "razees," or ships
249of the line with one deck sawed off. They mounted 40-64 guns and were
250a poor cross between a frigate and a line of battle ship. They neither
251had the speed of the former nor the firepower of the latter.
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253Next came the "eyes of the fleet." Frigates came in many sizes mounting
254anywhere from 32 to 44 guns. They were very handy vessels. They could
255outsail anything bigger and outshoot anything smaller. Frigates didn't
256fight in lines of battle as the much bigger 74's did. Instead, they
257harassed the enemy's rear or captured crippled ships. They were much
258more useful in missions away from the fleet, such as cutting out expeditions
259or boat actions. They could hit hard and get away fast.
eb6453a2 260.PP
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261Lastly, there were the corvettes, sloops, and brigs. These were smaller
262ships mounting typically fewer than 20 guns. A corvette was only slightly
263smaller than a frigate, so one might have up to 30 guns. Sloops were used
264for carrying dispatches or passengers. Brigs were something you built for
265land-locked lakes.
266.SH SAIL PARTICULARS
267Ships in
eb6453a2 268.I Sail
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269are represented by two characters. One character represents the bow of
270the ship, and the other represents the stern. Ships have nationalities
271and numbers. The first ship of a nationality is number 0, the second
272number 1, etc. Therefore, the first British ship in a game would be
273printed as "b0". The second Brit would be "b1", and the fifth Don
274would be "s4".
275.PP
276Ships can set normal sails, called Battle Sails, or bend on extra canvas
277called Full Sails. A ship under full sail is a beautiful sight indeed,
278and it can move much faster than a ship under Battle Sails. The only
279trouble is, with full sails set, there is so much tension on sail and
280rigging that a well aimed round shot can burst a sail into ribbons where
281it would only cause a little hole in a loose sail. For this reason,
282rigging damage is doubled on a ship with full sails set. Don't let
283that discourage you from using full sails. I like to keep them up
284right into the heat of battle. A ship
912eda45 285with full sails set has a capital letter for its nationality. E.g.,
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286a Frog, "f0", with full sails set would be printed as "F0".
287.PP
288When a ship is battered into a listing hulk, the last man aboard "strikes
289the colors." This ceremony is the ship's formal surrender. The nationality
290character
912eda45 291of a surrendered ship is printed as "!". E.g., the Frog of our last example
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292would soon be "!0".
293.PP
294A ship has a random chance of catching fire or sinking when it reaches the
295stage of listing hulk. A sinking ship has a "~" printed for its nationality,
296and a ship on fire and about to explode has a "#" printed.
eb6453a2 297.PP
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298Captured ships become the nationality of the prize crew. Therefore, if
299an 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
301to "&","'", "(", ,")", "*", or "+" depending upon the original number,
912eda45 302be it 0,1,2,3,4, or 5. E.g., the "b0" captured by an American becomes the
3bd672cc 303"a&". The "s4" captured by a Frog becomes the "f*".
eb6453a2 304.PP
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305The ultimate example is, of course, an exploding Brit captured by an
306American: "#&".
307.SH MOVEMENT
308Movement is the most confusing part of
309.I Sail
310to 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
318The stern of a ship moves when it turns. The bow remains stationary.
319Ships can always turn, regardless of the wind (unless they are becalmed).
320All ships drift when they lose headway. If a ship doesn't move forward
321at all for two turns, it will begin to drift. If a ship has begun to
322drift, then it must move forward before it turns, if it plans to do
323more than make a right or left turn, which is always possible.
eb6453a2 324.PP
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325Movement commands to
326.I Sail
327are a string of forward moves and turns. An example is "l3". It will
328turn a ship left and then move it ahead 3 spaces. In the drawing above,
329the "b0" made 7 successive left turns. When
330.I Sail
912eda45 331prompts you for a move, it prints three characters of import. E.g.,
eb6453a2 332.nf
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333 move (7, 4):
334.fi
335The first number is the maximum number of moves you can make,
336including turns. The second number is the maximum number of turns
337you can make. Between the numbers is sometimes printed a quote "'".
338If the quote is present, it means that your ship has been drifting, and
339you must move ahead to regain headway before you turn (see note above).
340Some 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
eb6453a2 351
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352.fi
353Because square riggers performed so poorly sailing into the wind, if at
354any point in a movement command you turn into the wind, the movement stops
912eda45 355there. E.g.,
3bd672cc 356.nf
eb6453a2 357
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358 move (7, 4): l1l4
359 Movement Error;
360 Helm: l1l
eb6453a2 361
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362.fi
363Moreover, whenever you make a turn, your movement allowance drops to
364min(what's left, what you would have at the new attitude). In short,
365if you turn closer to the wind, you most likely won't be able to sail the
366full allowance printed in the "move" prompt.
367.PP
368Old sailing captains had to keep an eye constantly on the wind. Captains
369in
370.I Sail
371are no different. A ship's ability to move depends on its attitide to the
372wind. The best angle possible is to have the wind off your quarter, that is,
373just off the stern. The direction rose on the side of the screen gives the
374possible movements for your ship at all positions to the wind. Battle
375sail speeds are given first, and full sail speeds are given in parenthesis.
376.nf
eb6453a2 377
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378 0 1(2)
379 \\|/
380 -^-3(6)
381 /|\\
382 | 4(7)
383 3(6)
eb6453a2 384
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385.fi
386Pretend the bow of your ship (the "^") is pointing upward and the wind is
387blowing from the bottom to the top of the page. The
388numbers at the bottom "3(6)" will be your speed under battle or full
389sails in such a situation. If the wind is off your quarter, then you
390can move "4(7)". If the wind is off your beam, "3(6)". If the wind is
391off your bow, then you can only move "1(2)". Facing into the wind, you
392can't move at all. Ships facing into the wind were said to be "in irons".
393.SH WINDSPEED AND DIRECTION
394The windspeed and direction is displayed as a little weather vane on the
395side of the screen. The number in the middle of the vane indicates the wind
396speed, and the + to - indicates the wind direction. The wind blows from
912eda45 397the + sign (high pressure) to the - sign (low pressure). E.g.,
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398.nf
399
400 |
401 3
402 +
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403
404.fi
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405.PP
406The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
4073 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
408If a hurricane shows up, all ships are destroyed.
409.SH GRAPPLING AND FOULING
410If two ships collide, they run the risk of becoming tangled together. This
411is called "fouling." Fouled ships are stuck together, and neither can move.
412They can unfoul each other if they want to. Boarding parties can only be
413sent across to ships when the antagonists are either fouled or grappled.
414.PP
415Ships can grapple each other by throwing grapnels into the rigging of
416the other.
417.PP
418The number of fouls and grapples you have are displayed on the upper
419right of the screen.
420.SH BOARDING
421Boarding was a very costly venture in terms of human life. Boarding parties
422may be formed in
423.I Sail
424to either board an enemy ship or to defend your own ship against attack.
425Men organized as Defensive Boarding Parties fight twice as hard to save
426their ship as men left unorganized.
427.PP
428The boarding strength of a crew depends upon its quality and upon the
429number of men sent.
430.SH CREW QUALITY
431The British seaman was world renowned for his sailing abilities. American
432sailors, however, were actually the best seamen in the world. Because the
433American Navy offered twice the wages of the Royal Navy, British seamen
434who liked the sea defected to America by the thousands.
435.PP
436In
437.I Sail,
438crew quality is quantized into 5 energy levels. "Elite" crews can outshoot
439and outfight all other sailors. "Crack" crews are next. "Mundane" crews
440are average, and "Green" and "Mutinous" crews are below average. A good
441rule of thumb is that "Crack" or "Elite" crews get one extra hit
442per broadside compared to "Mundane" crews. Don't expect too much from
443"Green" crews.
444.SH BROADSIDES
445Your two broadsides may be loaded with four kinds of shot: grape, chain,
446round, and double. You have guns and carronades in both the port and starboard
447batteries. Carronades only have a range of two, so you have to get in
448close to be able to fire them. You have the choice of firing at the hull
449or rigging of another ship. If the range of the ship is greater than 6,
450then you may only shoot at the rigging.
451.PP
452The types of shot and their advantages are:
453.SH ROUND
454Range of 10. Good for hull or rigging hits.
455.SH DOUBLE
456Range of 1. Extra good for hull or rigging hits.
457Double takes two turns to load.
458.SH CHAIN
459Range of 3. Excellent for tearing down rigging.
460Cannot damage hull or guns, though.
461.SH GRAPE
462Range of 1. Sometimes devastating against enemy crews.
463.PP
464On the side of the screen is displayed some vital information about your
465ship:
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
477loaded with. A "!" after the type of shot indicates that it is an initial
478broadside. Initial broadside were loaded with care before battle and before
479the decks ran red with blood. As a consequence, initial broadsides are a
480little more effective than broadsides loaded later. A "*" after the type of
481shot indicates that the gun
482crews are still loading it, and you cannot fire yet. "Hull" shows how much
483hull you have left. "Crew" shows your three sections of crew. As your
484crew dies off, your ability to fire decreases. "Guns" and "Carr" show
485your port and starboard guns. As you lose guns, your ability to fire
486decreases. "Rigg" shows how much rigging you have on your 3 or 4 masts.
487As rigging is shot away, you lose mobility.
488.SH EFFECTIVENESS OF FIRE
489It is very dramatic when a ship fires its thunderous broadsides, but the
490mere opportunity to fire them does not guarantee any hits. Many factors
491influence the destructive force of a broadside. First of all, and the chief
492factor, is distance. It is harder to hit a ship at range ten than it is
493to hit one sloshing alongside. Next is raking. Raking fire, as
494mentioned before,
495can sometimes dismast a ship at range ten. Next, crew size and quality affects
496the damage done by a broadside. The number of guns firing also bears on the
497point,
498so to speak. Lastly, weather affects the accuracy of a broadside. If the
499seas are high (5 or 6), then the lower gunports of ships of the line can't
500even be opened to run out the guns. This gives frigates and other flush
501decked vessels an advantage in a storm. The scenario
502.I Pellew vs. The Droits de L'Homme
503takes advantage of this peculiar circumstance.
504.SH REPAIRS
505Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
506two points per three turns. The message "Repairs Completed" will be
507printed if no more repairs can be made.
508.SH PECULIARITIES OF COMPUTER SHIPS
509Computer ships in
510.I Sail
511follow all the rules above with a few exceptions. Computer ships never
512repair damage. If they did, the players could never beat them. They
513play well enough as it is. As a consolation, the computer ships can fire double
514shot every turn. That fluke is a good reason to keep your distance. The
515.I
516Driver
517figures out the moves of the computer ships. It computes them with a typical
518A.I. distance function and a depth first search to find the maximum "score."
519It seems to work fairly well, although I'll be the first to admit it isn't
520perfect.
521.SH HOW TO PLAY
522Commands are given to
523.I Sail
524by typing a single character. You will then be prompted for further
525input. A brief summary of the commands follows.
eb6453a2 526.bp
3bd672cc 527.SH COMMAND SUMMARY
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528.nf
529
530 'f' Fire broadsides if they bear
531 'l' Reload
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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)
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537 's' Send a message around the fleet
538 'b' Attempt to board an enemy ship
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539 'B' Recall boarding parties
540 'c' Change set of sail
541 'r' Repair
542 'u' Attempt to unfoul
543 'g' Grapple/ungrapple
3bd672cc 544 'v' Print version number of game
eb6453a2 545 '^L' Redraw screen
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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
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554
555.fi
556.bg
557.SH SCENARIOS
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558Here is a summary of the scenarios in
559.I Sail:
560
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561.br
562.SH Ranger vs. Drake:
563.nf
564Wind 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
570Wind from the S, blowing a fresh breeze.
571
572.fi
573This is John Paul Jones' first famous battle. Aboard the Bonhomme
574Richard, he was able to overcome the Serapis's greater firepower
575by 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
582Wind 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
597Wind 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
611Wind 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:
616Wind 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
622Wind 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
628Wind 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
634Wind 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
640Wind 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
654Wind 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
660Wind 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
666Wind 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
672Wind 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
678Wind 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
687Wind 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
693Wind 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
701Wind 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
708Wind 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
722Wind 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
733Wind 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
741Wind from the E, blowing a gale.
742
743.fi
744A scenario for you Horny fans. Remember, he sank the Natividad
745against heavy odds and winds. Hint: don't try to board the Natividad,
746her 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
753Wind from the S, blowing a fresh breeze.
754
755Just 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
761Wind 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
769Wind from the E, blowing a fresh breeze.
770
771The only battle Hornblower ever lost. He was able to dismast one
3bd672cc 772ship and stern rake the others though. See if you can do as well.
eb6453a2
CL
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
782Wind 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
791Wind from the SE, blowing a fresh breeze.
792
793Watch 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
800Wind 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
807Wind from the NW, blowing a fresh breeze.
808
3bd672cc 809This one is dedicated to Richard Basehart and David Hedison.
eb6453a2
CL
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
817Wind 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
824Wind 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)
3bd672cc
EW
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
835Wind 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
849has been a group effort.
eb6453a2 850
3bd672cc 851.SH AUTHOR
eb6453a2 852Dave Riggle
3bd672cc
EW
853.SH CO-AUTHOR
854Ed Wang
855.SH REFITTING
eb6453a2 856Craig Leres
3bd672cc 857.SH CONSULTANTS
eb6453a2
CL
858.nf
859Chris Guthrie
860Captain Happy
3bd672cc 861Horatio Nelson
3bd672cc
EW
862 and many valiant others...
863.fi
864.SH "REFERENCES"
865.nf
866Wooden Ships & Iron Men, by Avalon Hill
867Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
868Captain Richard Bolitho Novels, (12 of them) by Alexander Kent
869The Complete Works of Captain Frederick Marryat, (about 20) especially
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KB
870.in +6n
871Mr. Midshipman Easy
872Peter Simple
873Jacob Faithful
874Japhet in Search of a Father
875Snarleyyow, or The Dog Fiend
876Frank Mildmay, or The Naval Officer
877.in -6n
eb6453a2 878.SH BUGS
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KB
879Probably a few, and please report them to "riggle@ernie.berkeley.edu" and
880"edward@ucbarpa.berkeley.edu"