+
+
+
+SAIL(6) BSD Reference Manual SAIL(6)
+
+
+N\bNA\bAM\bME\bE
+ sail - multi-user wooden ships and iron men
+
+S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
+ s\bsa\bai\bil\bl [ -\b-s\bs [ -\b-l\bl ] ] [ -\b-x\bx ] [ -\b-b\bb ] [ n\bnu\bum\bm ]
+
+D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
+ _\bS_\ba_\bi_\bl is a computer version of Avalon Hill's game of fight-
+ ing sail originally developed by S. Craig Taylor.
+
+ Players of _\bS_\ba_\bi_\bl take command of an old fashioned Man of
+ War and fight other players or the computer. They may re-
+ enact one of the many historical sea battles recorded in
+ the game, or they can choose a fictional battle.
+
+ As a sea captain in the _\bS_\ba_\bi_\bl Navy, the player has complete
+ control over the workings of his ship. He must order
+ every maneuver, change the set of his sails, and judge the
+ right moment to let loose the terrible destruction of his
+ broadsides. In addition to fighting the enemy, he must
+ harness the powers of the wind and sea to make them work
+ for him. The outcome of many battles during the age of
+ sail was decided by the ability of one captain to hold the
+ `weather gage.'
+
+ The flags are:
+
+ -\b-s\bs Print the names and ships of the top ten sailors.
+
+ -\b-l\bl Show the login name. Only effective with -\b-s\bs.
+
+ -\b-x\bx Play the first available ship instead of prompting
+ for a choice.
+
+ -\b-b\bb No bells.
+
+I\bIM\bMP\bPL\bLE\bEM\bME\bEN\bNT\bTA\bAT\bTI\bIO\bON\bN
+ _\bS_\ba_\bi_\bl is really two programs in one. Each player starts up
+ a process which runs his own ship. In addition, a _\bd_\br_\bi_\bv_\be_\br
+ process is forked (by the first player) to run the com-
+ puter ships and take care of global bookkeeping.
+
+ Because the _\bd_\br_\bi_\bv_\be_\br must calculate moves for each ship it
+ controls, the more ships the computer is playing, the
+ slower the game will appear.
+
+ If a player joins a game in progress, he will synchronize
+ with the other players (a rather slow process for every-
+ one), and then he may play along with the rest.
+
+ To implement a multi-user game in Version 7 UNIX, which
+
+
+
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+SAIL(6) BSD Reference Manual SAIL(6)
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+
+ was the operating system _\bS_\ba_\bi_\bl was first written under, the
+ communicating processes must use a common temporary file
+ as a place to read and write messages. In addition, a
+ locking mechanism must be provided to ensure exclusive
+ access to the shared file. For example, _\bS_\ba_\bi_\bl uses a tem-
+ porary file named /tmp/#sailsink.21 for scenario 21, and
+ corresponding file names for the other scenarios. To pro-
+ vide exclusive access to the temporary file, _\bS_\ba_\bi_\bl uses a
+ technique stolen from an old game called "pubcaves" by
+ Jeff Cohen. Processes do a busy wait in the loop
+
+ for (n = 0; link(sync_file, sync_lock) < 0 && n < 30;
+ n++)
+ sleep(2);
+
+ until they are able to create a link to a file named
+ "/tmp/#saillock.??". The "??" correspond to the scenario
+ number of the game. Since UNIX guarantees that a link
+ will point to only one file, the process that succeeds in
+ linking will have exclusive access to the temporary file.
+
+ Whether or not this really works is open to speculation.
+ When ucbmiro was rebooted after a crash, the file system
+ check program found 3 links between the _\bS_\ba_\bi_\bl temporary
+ file and its link file.
+
+C\bCO\bON\bNS\bSE\bEQ\bQU\bUE\bEN\bNC\bCE\bES\bS O\bOF\bF S\bSE\bEP\bPA\bAR\bRA\bAT\bTE\bE P\bPL\bLA\bAY\bYE\bER\bR A\bAN\bND\bD D\bDR\bRI\bIV\bVE\bER\bR P\bPR\bRO\bOC\bCE\bES\bSS\bSE\bES\bS
+ When players do something of global interest, such as mov-
+ ing or firing, the driver must coordinate the action with
+ the other ships in the game. For example, if a player
+ wants to move in a certain direction, he writes a message
+ into the temporary file requesting the driver to move his
+ ship. Each ``turn,'' the driver reads all the messages
+ sent from the players and decides what happened. It then
+ writes back into the temporary file new values of vari-
+ ables, etc.
+
+ The most noticeable effect this communication has on the
+ game is the delay in moving. Suppose a player types a
+ move for his ship and hits return. What happens then?
+ The player process saves up messages to be written to the
+ temporary file in a buffer. Every 7 seconds or so, the
+ player process gets exclusive access to the temporary file
+ and writes out its buffer to the file. The driver, run-
+ ning asynchronously, must read in the movement command,
+ process it, and write out the results. This takes two
+ exclusive accesses to the temporary file. Finally, when
+ the player process gets around to doing another 7 second
+ update, the results of the move are displayed on the
+ screen. Hence, every movement requires four exclusive
+ accesses to the temporary file (anywhere from 7 to 21
+
+
+
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+ seconds depending upon asynchrony) before the player sees
+ the results of his moves.
+
+ In practice, the delays are not as annoying as they would
+ appear. There is room for "pipelining" in the movement.
+ After the player writes out a first movement message, a
+ second movement command can then be issued. The first
+ message will be in the temporary file waiting for the
+ driver, and the second will be in the file buffer waiting
+ to be written to the file. Thus, by always typing moves a
+ turn ahead of the time, the player can sail around quite
+ quickly.
+
+ If the player types several movement commands between two
+ 7 second updates, only the last movement command typed
+ will be seen by the driver. Movement commands within the
+ same update "overwrite" each other, in a sense.
+
+T\bTH\bHE\bE H\bHI\bIS\bST\bTO\bOR\bRY\bY O\bOF\bF S\bSA\bAI\bIL\bL
+ I wrote the first version of _\bS_\ba_\bi_\bl on a PDP 11/70 in the
+ fall of 1980. Needless to say, the code was horrendous,
+ not portable in any sense of the word, and didn't work.
+ The program was not very modular and had fseeks() and
+ fwrites() every few lines. After a tremendous rewrite
+ from the top down, I got the first working version up by
+ 1981. There were several annoying bugs concerning firing
+ broadsides and finding angles. _\bS_\ba_\bi_\bl uses no floating
+ point, by the way, so the direction routines are rather
+ tricky. Ed Wang rewrote my angle() routine in 1981 to be
+ more correct (although it still doesn't work perfectly),
+ and he added code to let a player select which ship he
+ wanted at the start of the game (instead of the first one
+ available).
+
+ Captain Happy (Craig Leres) is responsible for making _\bS_\ba_\bi_\bl
+ portable for the first time. This was no easy task, by
+ the way. Constants like 2 and 10 were very frequent in
+ the code. I also became famous for using "Riggle Memorial
+ Structures" in _\bS_\ba_\bi_\bl_\b. Many of my structure references are
+ so long that they run off the line printer page. Here is
+ an example, if you promise not to laugh.
+
+ specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
+
+
+ _\bS_\ba_\bi_\bl received its fourth and most thorough rewrite in the
+ summer and fall of 1983. Ed Wang rewrote and modularized
+ the code (a monumental feat) almost from scratch.
+ Although he introduced many new bugs, the final result was
+ very much cleaner and (?) faster. He added window move-
+ ment commands and find ship commands.
+
+
+
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+H\bHI\bIS\bST\bTO\bOR\bRI\bIC\bCA\bAL\bL I\bIN\bNF\bFO\bO
+ Old Square Riggers were very maneuverable ships capable of
+ intricate sailing. Their only disadvantage was an inabil-
+ ity to sail very close to the wind. The design of a
+ wooden ship allowed only for the guns to bear to the left
+ and right sides. A few guns of small aspect (usually 6 or
+ 9 pounders) could point forward, but their effect was
+ small compared to a 68 gun broadside of 24 or 32 pounders.
+ The guns bear approximately like so:
+
+ \
+ b----------------
+ ---0
+ \
+ \
+ \ up to a range of ten (for round shot)
+ \
+ \
+ \
+
+ An interesting phenomenon occurred when a broadside was
+ fired down the length of an enemy ship. The shot tended
+ to bounce along the deck and did several times more dam-
+ age. This phenomenon was called a rake. Because the bows
+ of a ship are very strong and present a smaller target
+ than the stern, a stern rake (firing from the stern to the
+ bow) causes more damage than a bow rake.
+
+ b
+ 00 ---- Stern rake!
+ a
+
+ Most ships were equipped with carronades, which were very
+ large, close range cannons. American ships from the revo-
+ lution until the War of 1812 were almost entirely armed
+ with carronades.
+
+ The period of history covered in _\bS_\ba_\bi_\bl is approximately
+ from the 1770's until the end of Napoleonic France in
+ 1815. There are many excellent books about the age of
+ sail. My favorite author is Captain Frederick Marryat.
+ More contemporary authors include C.S. Forester and
+ Alexander Kent.
+
+ Fighting ships came in several sizes classed by armament.
+ The mainstays of any fleet were its "Ships of the Line",
+ or "Line of Battle Ships". They were so named because
+ these ships fought together in great lines. They were
+ close enough for mutual support, yet every ship could fire
+ both its broadsides. We get the modern words "ocean
+ liner," or "liner," and "battleship" from "ship of the
+
+
+
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+ line." The most common size was the the 74 gun two decked
+ ship of the line. The two gun decks usually mounted 18
+ and 24 pounder guns.
+
+ The pride of the fleet were the first rates. These were
+ huge three decked ships of the line mounting 80 to 136
+ guns. The guns in the three tiers were usually 18, 24,
+ and 32 pounders in that order from top to bottom.
+
+ Various other ships came next. They were almost all
+ "razees," or ships of the line with one deck sawed off.
+ They mounted 40-64 guns and were a poor cross between a
+ frigate and a line of battle ship. They neither had the
+ speed of the former nor the firepower of the latter.
+
+ Next came the "eyes of the fleet." Frigates came in many
+ sizes mounting anywhere from 32 to 44 guns. They were
+ very handy vessels. They could outsail anything bigger
+ and outshoot anything smaller. Frigates didn't fight in
+ lines of battle as the much bigger 74's did. Instead,
+ they harassed the enemy's rear or captured crippled ships.
+ They were much more useful in missions away from the
+ fleet, such as cutting out expeditions or boat actions.
+ They could hit hard and get away fast.
+
+ Lastly, there were the corvettes, sloops, and brigs.
+ These were smaller ships mounting typically fewer than 20
+ guns. A corvette was only slightly smaller than a
+ frigate, so one might have up to 30 guns. Sloops were
+ used for carrying dispatches or passengers. Brigs were
+ something you built for land-locked lakes.
+
+S\bSA\bAI\bIL\bL P\bPA\bAR\bRT\bTI\bIC\bCU\bUL\bLA\bAR\bRS\bS
+ Ships in _\bS_\ba_\bi_\bl are represented by two characters. One
+ character represents the bow of the ship, and the other
+ represents the stern. Ships have nationalities and num-
+ bers. The first ship of a nationality is number 0, the
+ second number 1, etc. Therefore, the first British ship
+ in a game would be printed as "b0". The second Brit would
+ be "b1", and the fifth Don would be "s4".
+
+ Ships can set normal sails, called Battle Sails, or bend
+ on extra canvas called Full Sails. A ship under full sail
+ is a beautiful sight indeed, and it can move much faster
+ than a ship under Battle Sails. The only trouble is, with
+ full sails set, there is so much tension on sail and rig-
+ ging that a well aimed round shot can burst a sail into
+ ribbons where it would only cause a little hole in a loose
+ sail. For this reason, rigging damage is doubled on a
+ ship with full sails set. Don't let that discourage you
+ from using full sails. I like to keep them up right into
+
+
+
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+ the heat of battle. A ship with full sails set has a cap-
+ ital letter for its nationality. E.g., a Frog, "f0", with
+ full sails set would be printed as "F0".
+
+ When a ship is battered into a listing hulk, the last man
+ aboard "strikes the colors." This ceremony is the ship's
+ formal surrender. The nationality character of a surren-
+ dered ship is printed as "!". E.g., the Frog of our last
+ example would soon be "!0".
+
+ A ship has a random chance of catching fire or sinking
+ when it reaches the stage of listing hulk. A sinking ship
+ has a "~" printed for its nationality, and a ship on fire
+ and about to explode has a "#" printed.
+
+ Captured ships become the nationality of the prize crew.
+ Therefore, if an American ship captures a British ship,
+ the British ship will have an "a" printed for its nation-
+ ality. In addition, the ship number is changed to
+ "&","'", "(", ,")", "*", or "+" depending upon the origi-
+ nal number, be it 0,1,2,3,4, or 5. E.g., the "b0" cap-
+ tured by an American becomes the "a&". The "s4" captured
+ by a Frog becomes the "f*".
+
+ The ultimate example is, of course, an exploding Brit cap-
+ tured by an American: "#&".
+
+M\bMO\bOV\bVE\bEM\bME\bEN\bNT\bT
+ Movement is the most confusing part of _\bS_\ba_\bi_\bl to many.
+ Ships can head in 8 directions:
+
+ 0 0 0
+ b b b0 b b b 0b b
+ 0 0 0
+
+ The stern of a ship moves when it turns. The bow remains
+ stationary. Ships can always turn, regardless of the wind
+ (unless they are becalmed). All ships drift when they
+ lose headway. If a ship doesn't move forward at all for
+ two turns, it will begin to drift. If a ship has begun to
+ drift, then it must move forward before it turns, if it
+ plans to do more than make a right or left turn, which is
+ always possible.
+
+ Movement commands to _\bS_\ba_\bi_\bl are a string of forward moves
+ and turns. An example is "l3". It will turn a ship left
+ and then move it ahead 3 spaces. In the drawing above,
+ the "b0" made 7 successive left turns. When _\bS_\ba_\bi_\bl prompts
+ you for a move, it prints three characters of import.
+ E.g.,
+ move (7, 4):
+
+
+
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+ The first number is the maximum number of moves you can
+ make, including turns. The second number is the maximum
+ number of turns you can make. Between the numbers is
+ sometimes printed a quote "'". If the quote is present,
+ it means that your ship has been drifting, and you must
+ move ahead to regain headway before you turn (see note
+ above). Some of the possible moves for the example above
+ are as follows:
+
+ move (7, 4): 7
+ move (7, 4): 1
+ move (7, 4): d /* drift, or do nothing */
+ move (7, 4): 6r
+ move (7, 4): 5r1
+ move (7, 4): 4r1r
+ move (7, 4): l1r1r2
+ move (7, 4): 1r1r1r1
+
+ Because square riggers performed so poorly sailing into
+ the wind, if at any point in a movement command you turn
+ into the wind, the movement stops there. E.g.,
+
+ move (7, 4): l1l4
+ Movement Error;
+ Helm: l1l
+
+ Moreover, whenever you make a turn, your movement
+ allowance drops to min(what's left, what you would have at
+ the new attitude). In short, if you turn closer to the
+ wind, you most likely won't be able to sail the full
+ allowance printed in the "move" prompt.
+
+ Old sailing captains had to keep an eye constantly on the
+ wind. Captains in _\bS_\ba_\bi_\bl are no different. A ship's abil-
+ ity to move depends on its attitude to the wind. The best
+ angle possible is to have the wind off your quarter, that
+ is, just off the stern. The direction rose on the side of
+ the screen gives the possible movements for your ship at
+ all positions to the wind. Battle sail speeds are given
+ first, and full sail speeds are given in parenthesis.
+
+ 0 1(2)
+ \|/
+ -^-3(6)
+ /|\
+ | 4(7)
+ 3(6)
+
+ Pretend the bow of your ship (the "^") is pointing upward
+ and the wind is blowing from the bottom to the top of the
+ page. The numbers at the bottom "3(6)" will be your speed
+
+
+
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+ under battle or full sails in such a situation. If the
+ wind is off your quarter, then you can move "4(7)". If
+ the wind is off your beam, "3(6)". If the wind is off
+ your bow, then you can only move "1(2)". Facing into the
+ wind, you can't move at all. Ships facing into the wind
+ were said to be "in irons".
+
+W\bWI\bIN\bND\bDS\bSP\bPE\bEE\bED\bD A\bAN\bND\bD D\bDI\bIR\bRE\bEC\bCT\bTI\bIO\bON\bN
+ The windspeed and direction is displayed as a little
+ weather vane on the side of the screen. The number in the
+ middle of the vane indicates the wind speed, and the + to
+ - indicates the wind direction. The wind blows from the +
+ sign (high pressure) to the - sign (low pressure). E.g.,
+
+ |
+ 3
+ +
+
+ The wind speeds are 0 = becalmed, 1 = light breeze, 2 =
+ moderate breeze, 3 = fresh breeze, 4 = strong breeze, 5 =
+ gale, 6 = full gale, 7 = hurricane. If a hurricane shows
+ up, all ships are destroyed.
+
+G\bGR\bRA\bAP\bPP\bPL\bLI\bIN\bNG\bG A\bAN\bND\bD F\bFO\bOU\bUL\bLI\bIN\bNG\bG
+ If two ships collide, they run the risk of becoming tan-
+ gled together. This is called "fouling." Fouled ships
+ are stuck together, and neither can move. They can unfoul
+ each other if they want to. Boarding parties can only be
+ sent across to ships when the antagonists are either
+ fouled or grappled.
+
+ Ships can grapple each other by throwing grapnels into the
+ rigging of the other.
+
+ The number of fouls and grapples you have are displayed on
+ the upper right of the screen.
+
+B\bBO\bOA\bAR\bRD\bDI\bIN\bNG\bG
+ Boarding was a very costly venture in terms of human life.
+ Boarding parties may be formed in _\bS_\ba_\bi_\bl to either board an
+ enemy ship or to defend your own ship against attack. Men
+ organized as Defensive Boarding Parties fight twice as
+ hard to save their ship as men left unorganized.
+
+ The boarding strength of a crew depends upon its quality
+ and upon the number of men sent.
+
+C\bCR\bRE\bEW\bW Q\bQU\bUA\bAL\bLI\bIT\bTY\bY
+ The British seaman was world renowned for his sailing
+ abilities. American sailors, however, were actually the
+ best seamen in the world. Because the American Navy
+
+
+
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+ offered twice the wages of the Royal Navy, British seamen
+ who liked the sea defected to America by the thousands.
+
+ In _\bS_\ba_\bi_\bl_\b, crew quality is quantized into 5 energy levels.
+ "Elite" crews can outshoot and outfight all other sailors.
+ "Crack" crews are next. "Mundane" crews are average, and
+ "Green" and "Mutinous" crews are below average. A good
+ rule of thumb is that "Crack" or "Elite" crews get one
+ extra hit per broadside compared to "Mundane" crews.
+ Don't expect too much from "Green" crews.
+
+B\bBR\bRO\bOA\bAD\bDS\bSI\bID\bDE\bES\bS
+ Your two broadsides may be loaded with four kinds of shot:
+ grape, chain, round, and double. You have guns and car-
+ ronades in both the port and starboard batteries. Car-
+ ronades only have a range of two, so you have to get in
+ close to be able to fire them. You have the choice of
+ firing at the hull or rigging of another ship. If the
+ range of the ship is greater than 6, then you may only
+ shoot at the rigging.
+
+ The types of shot and their advantages are:
+
+R\bRO\bOU\bUN\bND\bD
+ Range of 10. Good for hull or rigging hits.
+
+D\bDO\bOU\bUB\bBL\bLE\bE
+ Range of 1. Extra good for hull or rigging hits. Double
+ takes two turns to load.
+
+C\bCH\bHA\bAI\bIN\bN
+ Range of 3. Excellent for tearing down rigging. Cannot
+ damage hull or guns, though.
+
+G\bGR\bRA\bAP\bPE\bE
+ Range of 1. Sometimes devastating against enemy crews.
+
+ On the side of the screen is displayed some vital informa-
+ tion about your ship:
+
+ Load D! R!
+ Hull 9
+ Crew 4 4 2
+ Guns 4 4
+ Carr 2 2
+ Rigg 5 5 5 5
+
+ "Load" shows what your port (left) and starboard (right)
+ broadsides are loaded with. A "!" after the type of shot
+ indicates that it is an initial broadside. Initial
+
+
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+ broadside were loaded with care before battle and before
+ the decks ran red with blood. As a consequence, initial
+ broadsides are a little more effective than broadsides
+ loaded later. A "*" after the type of shot indicates that
+ the gun crews are still loading it, and you cannot fire
+ yet. "Hull" shows how much hull you have left. "Crew"
+ shows your three sections of crew. As your crew dies off,
+ your ability to fire decreases. "Guns" and "Carr" show
+ your port and starboard guns. As you lose guns, your
+ ability to fire decreases. "Rigg" shows how much rigging
+ you have on your 3 or 4 masts. As rigging is shot away,
+ you lose mobility.
+
+E\bEF\bFF\bFE\bEC\bCT\bTI\bIV\bVE\bEN\bNE\bES\bSS\bS O\bOF\bF F\bFI\bIR\bRE\bE
+ It is very dramatic when a ship fires its thunderous
+ broadsides, but the mere opportunity to fire them does not
+ guarantee any hits. Many factors influence the destruc-
+ tive force of a broadside. First of all, and the chief
+ factor, is distance. It is harder to hit a ship at range
+ ten than it is to hit one sloshing alongside. Next is
+ raking. Raking fire, as mentioned before, can sometimes
+ dismast a ship at range ten. Next, crew size and quality
+ affects the damage done by a broadside. The number of
+ guns firing also bears on the point, so to speak. Lastly,
+ weather affects the accuracy of a broadside. If the seas
+ are high (5 or 6), then the lower gunports of ships of the
+ line can't even be opened to run out the guns. This gives
+ frigates and other flush decked vessels an advantage in a
+ storm. The scenario _\bP_\be_\bl_\bl_\be_\bw _\bv_\bs_\b. _\bT_\bh_\be _\bD_\br_\bo_\bi_\bt_\bs _\bd_\be _\bL_\b'_\bH_\bo_\bm_\bm_\be
+ takes advantage of this peculiar circumstance.
+
+R\bRE\bEP\bPA\bAI\bIR\bRS\bS
+ Repairs may be made to your Hull, Guns, and Rigging at the
+ slow rate of two points per three turns. The message
+ "Repairs Completed" will be printed if no more repairs can
+ be made.
+
+P\bPE\bEC\bCU\bUL\bLI\bIA\bAR\bRI\bIT\bTI\bIE\bES\bS O\bOF\bF C\bCO\bOM\bMP\bPU\bUT\bTE\bER\bR S\bSH\bHI\bIP\bPS\bS
+ Computer ships in _\bS_\ba_\bi_\bl follow all the rules above with a
+ few exceptions. Computer ships never repair damage. If
+ they did, the players could never beat them. They play
+ well enough as it is. As a consolation, the computer
+ ships can fire double shot every turn. That fluke is a
+ good reason to keep your distance. The _\bD_\br_\bi_\bv_\be_\br figures out
+ the moves of the computer ships. It computes them with a
+ typical A.I. distance function and a depth first search to
+ find the maximum "score." It seems to work fairly well,
+ although I'll be the first to admit it isn't perfect.
+
+
+
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+H\bHO\bOW\bW T\bTO\bO P\bPL\bLA\bAY\bY
+ Commands are given to _\bS_\ba_\bi_\bl by typing a single character.
+ You will then be prompted for further input. A brief sum-
+ mary of the commands follows.
+
+C\bCO\bOM\bMM\bMA\bAN\bND\bD S\bSU\bUM\bMM\bMA\bAR\bRY\bY
+ 'f' Fire broadsides if they bear
+ 'l' Reload
+ 'L' Unload broadsides (to change ammo)
+ 'm' Move
+ 'i' Print the closest ship
+ 'I' Print all ships
+ 'F' Find a particular ship or ships (e.g. "a?" for all Americans)
+ 's' Send a message around the fleet
+ 'b' Attempt to board an enemy ship
+ 'B' Recall boarding parties
+ 'c' Change set of sail
+ 'r' Repair
+ 'u' Attempt to unfoul
+ 'g' Grapple/ungrapple
+ 'v' Print version number of game
+ '^L' Redraw screen
+ 'Q' Quit
+
+ 'C' Center your ship in the window
+ 'U' Move window up
+ 'D','N' Move window down
+ 'H' Move window left
+ 'J' Move window right
+ 'S' Toggle window to follow your ship or stay where it is
+
+
+S\bSC\bCE\bEN\bNA\bAR\bRI\bIO\bOS\bS
+ Here is a summary of the scenarios in _\bS_\ba_\bi_\bl_\b:
+
+
+R\bRa\ban\bng\bge\ber\br v\bvs\bs.\b. D\bDr\bra\bak\bke\be:\b:
+ Wind from the N, blowing a fresh breeze.
+
+ (a) Ranger 19 gun Sloop (crack crew) (7 pts)
+ (b) Drake 17 gun Sloop (crack crew) (6 pts)
+
+T\bTh\bhe\be B\bBa\bat\btt\btl\ble\be o\bof\bf F\bFl\bla\bam\bmb\bbo\bor\bro\bou\bug\bgh\bh H\bHe\bea\bad\bd:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ This is John Paul Jones' first famous battle. Aboard the
+ Bonhomme Richard, he was able to overcome the Serapis's
+ greater firepower by quickly boarding her.
+
+ (a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts)
+
+
+
+4th Berkeley Distribution June 1, 1994 11
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+
+
+
+
+
+
+
+SAIL(6) BSD Reference Manual SAIL(6)
+
+
+ (b) Serapis 44 gun Frigate (crack crew) (12 pts)
+
+A\bAr\brb\bbu\but\bth\bhn\bno\bot\bt a\ban\bnd\bd D\bDe\bes\bs T\bTo\bou\buc\bch\bhe\bes\bs:\b:
+ Wind from the N, blowing a gale.
+
+ (b) America 64 gun Ship of the Line (crack crew) (20 pts)
+ (b) Befford 74 gun Ship of the Line (crack crew) (26 pts)
+ (b) Adamant 50 gun Ship of the Line (crack crew) (17 pts)
+ (b) London 98 gun 3 Decker SOL (crack crew) (28 pts)
+ (b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts)
+ (f) Neptune 74 gun Ship of the Line (average crew) (24 pts)
+ (f) Duc de Bourgogne 80 gun 3 Decker SOL (average crew) (27 pts)
+ (f) Conquerant 74 gun Ship of the Line (average crew) (24 pts)
+ (f) Provence 64 gun Ship of the Line (average crew) (18 pts)
+ (f) Romulus 44 gun Ship of the Line (average crew) (10 pts)
+
+S\bSu\buf\bff\bfr\bre\ben\bn a\ban\bnd\bd H\bHu\bug\bgh\bhe\bes\bs:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ (b) Monmouth 74 gun Ship of the Line (average crew) (24 pts)
+ (b) Hero 74 gun Ship of the Line (crack crew) (26 pts)
+ (b) Isis 50 gun Ship of the Line (crack crew) (17 pts)
+ (b) Superb 74 gun Ship of the Line (crack crew) (27 pts)
+ (b) Burford 74 gun Ship of the Line (average crew) (24 pts)
+ (f) Flamband 50 gun Ship of the Line (average crew) (14 pts)
+ (f) Annibal 74 gun Ship of the Line (average crew) (24 pts)
+ (f) Severe 64 gun Ship of the Line (average crew) (18 pts)
+ (f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts)
+ (f) Sphinx 80 gun Ship of the Line (average crew) (27 pts)
+
+N\bNy\bym\bmp\bph\bhe\be v\bvs\bs.\b. C\bCl\ble\beo\bop\bpa\bat\btr\bre\be:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ (b) Nymphe 36 gun Frigate (crack crew) (11 pts)
+ (f) Cleopatre 36 gun Frigate (average crew) (10 pts)
+
+M\bMa\bar\brs\bs v\bvs\bs.\b. H\bHe\ber\brc\bcu\bul\ble\be:\b:
+ Wind from the S, blowing a fresh breeze.
+ (b) Mars 74 gun Ship of the Line (crack crew) (26 pts)
+ (f) Hercule 74 gun Ship of the Line (average crew) (23 pts)
+
+A\bAm\bmb\bbu\bus\bsc\bca\bad\bde\be v\bvs\bs.\b. B\bBa\bai\bio\bon\bnn\bna\bai\bis\bse\be:\b:
+ Wind from the N, blowing a fresh breeze.
+
+ (b) Ambuscade 32 gun Frigate (average crew) (9 pts)
+ (f) Baionnaise 24 gun Corvette (average crew) (9 pts)
+
+C\bCo\bon\bns\bst\bte\bel\bll\bla\bat\bti\bio\bon\bn v\bvs\bs.\b. I\bIn\bns\bsu\bur\brg\bge\ben\bnt\bt:\b:
+ Wind from the S, blowing a gale.
+
+
+
+
+4th Berkeley Distribution June 1, 1994 12
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+
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+
+SAIL(6) BSD Reference Manual SAIL(6)
+
+
+ (a) Constellation 38 gun Corvette (elite crew) (17 pts)
+ (f) Insurgent 36 gun Corvette (average crew) (11 pts)
+
+C\bCo\bon\bns\bst\bte\bel\bll\bla\bat\bti\bio\bon\bn v\bvs\bs.\b. V\bVe\ben\bng\bge\bea\ban\bnc\bce\be:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ (a) Constellation 38 gun Corvette (elite crew) (17 pts)
+ (f) Vengeance 40 gun Frigate (average crew) (15 pts)
+
+T\bTh\bhe\be B\bBa\bat\btt\btl\ble\be o\bof\bf L\bLi\bis\bss\bsa\ba:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ (b) Amphion 32 gun Frigate (elite crew) (13 pts)
+ (b) Active 38 gun Frigate (elite crew) (18 pts)
+ (b) Volage 22 gun Frigate (elite crew) (11 pts)
+ (b) Cerberus 32 gun Frigate (elite crew) (13 pts)
+ (f) Favorite 40 gun Frigate (average crew) (15 pts)
+ (f) Flore 40 gun Frigate (average crew) (15 pts)
+ (f) Danae 40 gun Frigate (crack crew) (17 pts)
+ (f) Bellona 32 gun Frigate (green crew) (9 pts)
+ (f) Corona 40 gun Frigate (green crew) (12 pts)
+ (f) Carolina 32 gun Frigate (green crew) (7 pts)
+
+C\bCo\bon\bns\bst\bti\bit\btu\but\bti\bio\bon\bn v\bvs\bs.\b. G\bGu\bue\ber\brr\bri\bie\ber\bre\be:\b:
+ Wind from the SW, blowing a gale.
+
+ (a) Constitution 44 gun Corvette (elite crew) (24 pts)
+ (b) Guerriere 38 gun Frigate (crack crew) (15 pts)
+
+U\bUn\bni\bit\bte\bed\bd S\bSt\bta\bat\bte\bes\bs v\bvs\bs.\b. M\bMa\bac\bce\bed\bdo\bon\bni\bia\ban\bn:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ (a) United States 44 gun Frigate (elite crew) (24 pts)
+ (b) Macedonian 38 gun Frigate (crack crew) (16 pts)
+
+C\bCo\bon\bns\bst\bti\bit\btu\but\bti\bio\bon\bn v\bvs\bs.\b. J\bJa\bav\bva\ba:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ (a) Constitution 44 gun Corvette (elite crew) (24 pts)
+ (b) Java 38 gun Corvette (crack crew) (19 pts)
+
+C\bCh\bhe\bes\bsa\bap\bpe\bea\bak\bke\be v\bvs\bs.\b. S\bSh\bha\ban\bnn\bno\bon\bn:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ (a) Chesapeake 38 gun Frigate (average crew) (14 pts)
+ (b) Shannon 38 gun Frigate (elite crew) (17 pts)
+
+T\bTh\bhe\be B\bBa\bat\btt\btl\ble\be o\bof\bf L\bLa\bak\bke\be E\bEr\bri\bie\be:\b:
+ Wind from the S, blowing a light breeze.
+
+
+
+
+4th Berkeley Distribution June 1, 1994 13
+
+
+
+
+
+
+
+
+SAIL(6) BSD Reference Manual SAIL(6)
+
+
+ (a) Lawrence 20 gun Sloop (crack crew) (9 pts)
+ (a) Niagara 20 gun Sloop (elite crew) (12 pts)
+ (b) Lady Prevost 13 gun Brig (crack crew) (5 pts)
+ (b) Detroit 19 gun Sloop (crack crew) (7 pts)
+ (b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts)
+
+W\bWa\bas\bsp\bp v\bvs\bs.\b. R\bRe\bei\bin\bnd\bde\bee\ber\br:\b:
+ Wind from the S, blowing a light breeze.
+
+ (a) Wasp 20 gun Sloop (elite crew) (12 pts)
+ (b) Reindeer 18 gun Sloop (elite crew) (9 pts)
+
+C\bCo\bon\bns\bst\bti\bit\btu\but\bti\bio\bon\bn v\bvs\bs.\b. C\bCy\bya\ban\bne\be a\ban\bnd\bd L\bLe\bev\bva\ban\bnt\bt:\b:
+ Wind from the S, blowing a moderate breeze.
+
+ (a) Constitution 44 gun Corvette (elite crew) (24
+ pts) (b) Cyane 24 gun Sloop (crack crew) (11
+ pts) (b) Levant 20 gun Sloop (crack crew) (10
+ pts)
+
+P\bPe\bel\bll\ble\bew\bw v\bvs\bs.\b. D\bDr\bro\boi\bit\bts\bs d\bde\be L\bL'\b'H\bHo\bom\bmm\bme\be:\b:
+ Wind from the N, blowing a gale.
+
+ (b) Indefatigable 44 gun Frigate (elite crew) (14 pts)
+ (b) Amazon 36 gun Frigate (crack crew) (14 pts)
+ (f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts)
+
+A\bAl\blg\bge\bec\bci\bir\bra\bas\bs:\b:
+ Wind from the SW, blowing a moderate breeze.
+
+ (b) Caesar 80 gun Ship of the Line (crack crew) (31 pts)
+ (b) Pompee 74 gun Ship of the Line (crack crew) (27 pts)
+ (b) Spencer 74 gun Ship of the Line (crack crew) (26 pts)
+ (b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts)
+ (s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts)
+ (s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts)
+ (s) Argonauta 80 gun Ship of the Line (green crew) (23 pts)
+ (s) San Augustine 74 gun Ship of the Line (green crew) (20 pts)
+ (f) Indomptable 80 gun Ship of the Line (average crew) (27 pts)
+ (f) Desaix 74 gun Ship of the Line (average crew) (24 pts)
+
+L\bLa\bak\bke\be C\bCh\bha\bam\bmp\bpl\bla\bai\bin\bn:\b:
+ Wind from the N, blowing a fresh breeze.
+
+ (a) Saratoga 26 gun Sloop (crack crew) (12 pts)
+ (a) Eagle 20 gun Sloop (crack crew) (11 pts)
+ (a) Ticonderoga 17 gun Sloop (crack crew) (9 pts)
+ (a) Preble 7 gun Brig (crack crew) (4 pts)
+ (b) Confiance 37 gun Frigate (crack crew) (14 pts)
+ (b) Linnet 16 gun Sloop (elite crew) (10 pts)
+
+
+
+4th Berkeley Distribution June 1, 1994 14
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+
+
+
+
+
+
+
+SAIL(6) BSD Reference Manual SAIL(6)
+
+
+ (b) Chubb 11 gun Brig (crack crew) (5 pts)
+
+L\bLa\bas\bst\bt V\bVo\boy\bya\bag\bge\be o\bof\bf t\bth\bhe\be U\bUS\bSS\bS P\bPr\bre\bes\bsi\bid\bde\ben\bnt\bt:\b:
+ Wind from the N, blowing a fresh breeze.
+
+ (a) President 44 gun Frigate (elite crew) (24 pts)
+ (b) Endymion 40 gun Frigate (crack crew) (17 pts)
+ (b) Pomone 44 gun Frigate (crack crew) (20 pts)
+ (b) Tenedos 38 gun Frigate (crack crew) (15 pts)
+
+H\bHo\bor\brn\bnb\bbl\blo\bow\bwe\ber\br a\ban\bnd\bd t\bth\bhe\be N\bNa\bat\bti\biv\bvi\bid\bda\bad\bd:\b:
+ Wind from the E, blowing a gale.
+
+ A scenario for you Horny fans. Remember, he sank the
+ Natividad against heavy odds and winds. Hint: don't try
+ to board the Natividad, her crew is much bigger, albeit
+ green.
+
+ (b) Lydia 36 gun Frigate (elite crew) (13 pts)
+ (s) Natividad 50 gun Ship of the Line (green crew) (14 pts)
+
+C\bCu\bur\brs\bse\be o\bof\bf t\bth\bhe\be F\bFl\bly\byi\bin\bng\bg D\bDu\but\btc\bch\bhm\bma\ban\bn:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ Just for fun, take the Piece of cake.
+
+ (s) Piece of Cake 24 gun Corvette (average crew) (9 pts)
+ (f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts)
+
+T\bTh\bhe\be S\bSo\bou\but\bth\bh P\bPa\bac\bci\bif\bfi\bic\bc:\b:
+ Wind from the S, blowing a strong breeze.
+
+ (a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts)
+ (b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts)
+ (s) Australian 32 gun Frigate (average crew) (9 pts)
+ (f) Bikini Atoll 7 gun Brig (crack crew) (4 pts)
+
+H\bHo\bor\brn\bnb\bbl\blo\bow\bwe\ber\br a\ban\bnd\bd t\bth\bhe\be b\bba\bat\btt\btl\ble\be o\bof\bf R\bRo\bos\bsa\bas\bs b\bba\bay\by:\b:
+ Wind from the E, blowing a fresh breeze.
+
+ The only battle Hornblower ever lost. He was able to dismast one
+ ship and stern rake the others though. See if you can do as well.
+
+ (b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts)
+ (f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts)
+ (f) Nightmare 74 gun Ship of the Line (average crew) (24 pts)
+ (f) Paris 112 gun 3 Decker SOL (green crew) (27 pts)
+ (f) Napoleon 74 gun Ship of the Line (green crew) (20 pts)
+
+
+
+
+
+4th Berkeley Distribution June 1, 1994 15
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+
+
+
+
+
+
+
+SAIL(6) BSD Reference Manual SAIL(6)
+
+
+C\bCa\bap\bpe\be H\bHo\bor\brn\bn:\b:
+ Wind from the NE, blowing a strong breeze.
+
+ (a) Concord 80 gun Ship of the Line (average crew) (27 pts)
+ (a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts)
+ (b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts)
+ (s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts)
+ (f) Musket 80 gun 3 Decker SOL (average crew) (27 pts)
+
+N\bNe\bew\bw O\bOr\brl\ble\bea\ban\bns\bs:\b:
+ Wind from the SE, blowing a fresh breeze.
+
+ Watch that little Cypress go!
+
+ (a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts)
+ (b) Firefly 74 gun Ship of the Line (crack crew) (27 pts)
+ (b) Cypress 44 gun Frigate (elite crew) (14 pts)
+
+B\bBo\bot\bta\ban\bny\by B\bBa\bay\by:\b:
+ Wind from the N, blowing a fresh breeze.
+
+ (b) Shark 64 gun Ship of the Line (average crew) (18 pts)
+ (f) Coral Snake 44 gun Corvette (elite crew) (24 pts)
+ (f) Sea Lion 44 gun Frigate (elite crew) (24 pts)
+
+V\bVo\boy\bya\bag\bge\be t\bto\bo t\bth\bhe\be B\bBo\bot\btt\bto\bom\bm o\bof\bf t\bth\bhe\be S\bSe\bea\ba:\b:
+ Wind from the NW, blowing a fresh breeze.
+
+ This one is dedicated to Richard Basehart and David Hedison.
+
+ (a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts)
+ (a) Flying Sub 40 gun Frigate (crack crew) (17 pts)
+ (b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts)
+ (s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts)
+
+F\bFr\bri\big\bga\bat\bte\be A\bAc\bct\bti\bio\bon\bn:\b:
+ Wind from the E, blowing a fresh breeze.
+
+ (a) Killdeer 40 gun Frigate (average crew) (15 pts)
+ (b) Sandpiper 40 gun Frigate (average crew) (15 pts)
+ (s) Curlew 38 gun Frigate (crack crew) (16 pts)
+
+T\bTh\bhe\be B\bBa\bat\btt\btl\ble\be o\bof\bf M\bMi\bid\bdw\bwa\bay\by:\b:
+ Wind from the E, blowing a moderate breeze.
+
+ (a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts)
+ (a) Yorktown 80 gun Ship of the Line (average crew) (27 pts)
+ (a) Hornet 74 gun Ship of the Line (average crew) (24 pts)
+ (j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts)
+ (j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts)
+
+
+
+4th Berkeley Distribution June 1, 1994 16
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+
+
+
+
+
+SAIL(6) BSD Reference Manual SAIL(6)
+
+
+ (j) Soryu 80 gun Ship of the Line (green crew) (23 pts)
+
+
+S\bSt\bta\bar\br T\bTr\bre\bek\bk:\b:
+ Wind from the S, blowing a fresh breeze.
+
+ (a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts)
+ (a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts)
+ (a) Reliant 450 gun Ship of the Line (elite crew) (75 pts)
+ (a) Galileo 450 gun Ship of the Line (elite crew) (75 pts)
+ (k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts)
+ (k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts)
+ (o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts)
+ (o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts)
+
+
+C\bCO\bON\bNC\bCL\bLU\bUS\bSI\bIO\bON\bN
+ _\bS_\ba_\bi_\bl has been a group effort.
+
+
+A\bAU\bUT\bTH\bHO\bOR\bR
+ Dave Riggle
+
+C\bCO\bO-\b-A\bAU\bUT\bTH\bHO\bOR\bR
+ Ed Wang
+
+R\bRE\bEF\bFI\bIT\bTT\bTI\bIN\bNG\bG
+ Craig Leres
+
+C\bCO\bON\bNS\bSU\bUL\bLT\bTA\bAN\bNT\bTS\bS
+ Chris Guthrie
+ Captain Happy
+ Horatio Nelson
+ and many valiant others...
+
+R\bRE\bEF\bFE\bER\bRE\bEN\bNC\bCE\bES\bS
+ Wooden Ships & Iron Men, by Avalon Hill
+ Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
+ Captain Richard Bolitho Novels, (12 of them) by Alexander Kent
+ The Complete Works of Captain Frederick Marryat, (about 20) especially
+ Mr. Midshipman Easy
+ Peter Simple
+ Jacob Faithful
+ Japhet in Search of a Father
+ Snarleyyow, or The Dog Fiend
+ Frank Mildmay, or The Naval Officer
+
+B\bBU\bUG\bGS\bS
+ Probably a few, and please report them to "rig-
+ gle@ernie.berkeley.edu" and "edward@ucbarpa.berkeley.edu"
+
+
+
+4th Berkeley Distribution June 1, 1994 17
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+
+