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of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
897 lines
35 KiB
Groff
897 lines
35 KiB
Groff
.\" Copyright (c) 1988, 1993
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.\" The Regents of the University of California. All rights reserved.
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.\"
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.\" Redistribution and use in source and binary forms, with or without
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.\" modification, are permitted provided that the following conditions
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.\" are met:
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.\" 1. Redistributions of source code must retain the above copyright
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.\" notice, this list of conditions and the following disclaimer.
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.\" 2. Redistributions in binary form must reproduce the above copyright
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.\" notice, this list of conditions and the following disclaimer in the
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.\" documentation and/or other materials provided with the distribution.
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.\" 3. All advertising materials mentioning features or use of this software
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.\" must display the following acknowledgement:
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.\" This product includes software developed by the University of
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.\" California, Berkeley and its contributors.
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.\" 4. Neither the name of the University nor the names of its contributors
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.\" may be used to endorse or promote products derived from this software
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.\" without specific prior written permission.
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.\"
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.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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.\" SUCH DAMAGE.
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.\"
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.\" @(#)sail.6 8.2 (Berkeley) 12/30/93
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.\"
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.TH SAIL 6 "December 30, 1993"
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.UC 4
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.SH NAME
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sail \- multi-user wooden ships and iron men
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.SH SYNOPSIS
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.B sail
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[
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.B \-s
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[
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.B \-l
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] ] [
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.B \-x
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] [
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.B \-b
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] [
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.B num
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]
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.br
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.fi
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.SH DESCRIPTION
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.I Sail
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is a computer version of Avalon Hill's game of fighting sail
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originally developed by S. Craig Taylor.
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.PP
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Players of
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.I Sail
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take command of an old fashioned Man of War and fight other
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players or the computer. They may re-enact one of the many
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historical sea battles recorded in the game, or they can choose
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a fictional battle.
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.PP
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As a sea captain in the
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.I Sail
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Navy, the player has complete control over the workings of his ship.
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He must order every maneuver, change the set of his sails, and judge the
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right moment to let loose the terrible destruction of his broadsides.
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In addition to fighting the enemy, he must harness the powers of the wind
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and sea to make them work for him. The outcome of many battles during the
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age of sail was decided by the ability of one captain to hold the `weather
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gage.'
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.PP
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The flags are:
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.TP
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.B \-s
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Print the names and ships of the top ten sailors.
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.TP
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.B \-l
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Show the login name. Only effective with \fB-s\fP.
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.TP
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.B \-x
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Play the first available ship instead of prompting for a choice.
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.TP
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.B \-b
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No bells.
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.SH IMPLEMENTATION
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.I Sail
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is really two programs in one. Each player starts up a process which
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runs his own ship. In addition, a
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.I driver
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process is forked (by the first player) to run the computer ships
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and take care of global bookkeeping.
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.PP
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Because the
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.I driver
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must calculate moves for each ship it controls, the
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more ships the computer is playing, the slower the game will appear.
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.PP
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If a player joins a game in progress, he will synchronize
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with the other players (a rather slow process for everyone), and
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then he may play along with the rest.
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.PP
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To implement a multi-user game in Version 7 UNIX, which was the operating
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system
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.I Sail
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was first written under, the communicating processes must use a common
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temporary file as a place to read and write messages. In addition, a
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locking mechanism must be provided to ensure exclusive access to the
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shared file. For example,
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.I Sail
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uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
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corresponding file names for the other scenarios. To provide exclusive
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access to the temporary file,
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.I Sail
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uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
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Processes do a busy wait in the loop
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.br
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.sp
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.ce 2
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for (n = 0; link(sync_file, sync_lock) < 0 && n < 30; n++)
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sleep(2);
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.br
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.sp
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until they are able to create a link to a file named "/tmp/#saillock.??".
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The "??" correspond to the scenario number of the game. Since UNIX
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guarantees that a link will point to only one file, the process that succeeds
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in linking will have exclusive access to the temporary file.
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.PP
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Whether or not this really works is open to speculation. When ucbmiro
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was rebooted after a crash, the file system check program found 3 links
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between the
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.I Sail
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temporary file and its link file.
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.SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
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When players do something of global interest, such as moving or firing,
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the driver must coordinate the action with the other ships in the game.
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For example, if a player wants to move in a certain direction, he writes a
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message into the temporary file requesting the driver to move his ship.
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Each ``turn,'' the driver reads all the messages sent from the players and
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decides what happened. It then writes back into the temporary file new
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values of variables, etc.
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.PP
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The most noticeable effect this communication has on the game is the
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delay in moving. Suppose a player types a move for his ship and hits
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return. What happens then? The player process saves up messages to
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be written to the temporary file in a buffer. Every 7 seconds or so, the
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player process gets exclusive access to the temporary file and writes
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out its buffer to the file. The driver, running asynchronously, must
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read in the movement command, process it, and write out the results. This
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takes two exclusive accesses to the temporary file. Finally, when the player
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process gets around to doing another 7 second update, the results of the
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move are displayed on the screen. Hence, every movement requires four
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exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
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depending upon asynchrony) before the player sees the results of his moves.
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.PP
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In practice, the delays are not as annoying as they would appear. There
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is room for "pipelining" in the movement. After the player writes out
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a first movement message, a second movement command can then be issued.
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The first message will be in the temporary file waiting for the driver, and
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the second will be in the file buffer waiting to be written to the file.
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Thus, by always typing moves a turn ahead of the time, the player can
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sail around quite quickly.
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.PP
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If the player types several movement commands between two 7 second updates,
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only the last movement command typed will be seen by the driver. Movement
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commands within the same update "overwrite" each other, in a sense.
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.SH THE HISTORY OF SAIL
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I wrote the first version of
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.I Sail
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on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous,
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not portable in any sense of the word, and didn't work. The program was not
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very modular and had fseeks() and fwrites() every few lines. After a
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tremendous rewrite from the top down, I got the first working version up by
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1981. There were several annoying bugs concerning firing broadsides and
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finding angles.
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.I Sail
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uses no floating point, by the way, so the direction routines are rather
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tricky.
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Ed Wang rewrote my angle() routine in 1981 to be more correct (although
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it still doesn't work perfectly), and he added code to let a player select
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which ship he wanted at the start of the game (instead of the first one
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available).
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.PP
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Captain Happy (Craig Leres) is responsible for making
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.I Sail
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portable for the first time. This was no easy task, by the way. Constants
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like 2 and 10 were very frequent in the code. I also became famous for
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using "Riggle Memorial Structures" in
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.I Sail.
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Many of my structure references are so long that they run off the line
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printer page. Here is an example, if you promise not to laugh.
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.br
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.sp
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.ce
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specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
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.br
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.sp
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.PP
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.I Sail
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received its fourth and most thorough rewrite in the summer and fall
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of 1983. Ed Wang rewrote and modularized the code (a monumental feat)
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almost from scratch. Although he introduced many new bugs, the final
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result was very much cleaner and (?) faster. He added window movement
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commands and find ship commands.
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.SH HISTORICAL INFO
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Old Square Riggers were very maneuverable ships capable of intricate
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sailing. Their only disadvantage was an inability to sail very
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close to the wind. The design of a wooden ship allowed only for the
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guns to bear to the left and right sides. A few guns of small
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aspect (usually 6 or 9 pounders) could point forward, but their
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effect was small compared to a 68 gun broadside of 24 or 32 pounders.
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The guns bear approximately like so:
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.nf
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\\
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b----------------
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---0
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\\
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\\
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\\ up to a range of ten (for round shot)
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\\
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\\
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\\
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.fi
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An interesting phenomenon occurred when a broadside was fired
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down the length of an enemy ship. The shot tended to bounce along
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the deck and did several times more damage. This phenomenon was called
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a rake. Because the bows of a ship are very strong and present a smaller
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target than the stern, a stern rake (firing from the stern to the bow) causes
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more damage than a bow rake.
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.nf
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b
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00 ---- Stern rake!
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a
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.fi
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Most ships were equipped with carronades, which were very large, close
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range cannons. American ships from the revolution until the War of 1812
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were almost entirely armed with carronades.
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.PP
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The period of history covered in
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.I Sail
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is approximately from the 1770's until the end of Napoleonic France in 1815.
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There are many excellent books about the age of sail. My favorite author
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is Captain Frederick Marryat. More contemporary authors include C.S. Forester
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and Alexander Kent.
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.PP
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Fighting ships came in several sizes classed by armament. The mainstays of
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any fleet were its "Ships of the Line", or "Line of Battle Ships". They
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were so named because these ships fought together in great lines. They were
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close enough for mutual support, yet every ship could fire both its broadsides.
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We get the modern words "ocean liner," or "liner," and "battleship" from
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"ship of the line." The most common size was the the 74 gun two decked
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ship of the line. The two gun decks usually mounted 18 and 24 pounder guns.
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.PP
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The pride of the fleet were the first rates. These were huge three decked
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ships of the line mounting 80 to 136 guns. The guns in the three tiers
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were usually 18, 24, and 32 pounders in that order from top to bottom.
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.PP
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Various other ships came next. They were almost all "razees," or ships
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of the line with one deck sawed off. They mounted 40-64 guns and were
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a poor cross between a frigate and a line of battle ship. They neither
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had the speed of the former nor the firepower of the latter.
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.PP
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Next came the "eyes of the fleet." Frigates came in many sizes mounting
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anywhere from 32 to 44 guns. They were very handy vessels. They could
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outsail anything bigger and outshoot anything smaller. Frigates didn't
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fight in lines of battle as the much bigger 74's did. Instead, they
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harassed the enemy's rear or captured crippled ships. They were much
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more useful in missions away from the fleet, such as cutting out expeditions
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or boat actions. They could hit hard and get away fast.
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.PP
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Lastly, there were the corvettes, sloops, and brigs. These were smaller
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ships mounting typically fewer than 20 guns. A corvette was only slightly
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smaller than a frigate, so one might have up to 30 guns. Sloops were used
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for carrying dispatches or passengers. Brigs were something you built for
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land-locked lakes.
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.SH SAIL PARTICULARS
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Ships in
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.I Sail
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are represented by two characters. One character represents the bow of
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the ship, and the other represents the stern. Ships have nationalities
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and numbers. The first ship of a nationality is number 0, the second
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number 1, etc. Therefore, the first British ship in a game would be
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printed as "b0". The second Brit would be "b1", and the fifth Don
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would be "s4".
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.PP
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Ships can set normal sails, called Battle Sails, or bend on extra canvas
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called Full Sails. A ship under full sail is a beautiful sight indeed,
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and it can move much faster than a ship under Battle Sails. The only
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trouble is, with full sails set, there is so much tension on sail and
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rigging that a well aimed round shot can burst a sail into ribbons where
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it would only cause a little hole in a loose sail. For this reason,
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rigging damage is doubled on a ship with full sails set. Don't let
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that discourage you from using full sails. I like to keep them up
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right into the heat of battle. A ship
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with full sails set has a capital letter for its nationality. E.g.,
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a Frog, "f0", with full sails set would be printed as "F0".
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.PP
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When a ship is battered into a listing hulk, the last man aboard "strikes
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the colors." This ceremony is the ship's formal surrender. The nationality
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character
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of a surrendered ship is printed as "!". E.g., the Frog of our last example
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would soon be "!0".
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.PP
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A ship has a random chance of catching fire or sinking when it reaches the
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stage of listing hulk. A sinking ship has a "~" printed for its nationality,
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and a ship on fire and about to explode has a "#" printed.
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.PP
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Captured ships become the nationality of the prize crew. Therefore, if
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an American ship captures a British ship, the British ship will have an
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"a" printed for its nationality. In addition, the ship number is changed
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to "&","'", "(", ,")", "*", or "+" depending upon the original number,
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be it 0,1,2,3,4, or 5. E.g., the "b0" captured by an American becomes the
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"a&". The "s4" captured by a Frog becomes the "f*".
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.PP
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The ultimate example is, of course, an exploding Brit captured by an
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American: "#&".
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.SH MOVEMENT
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Movement is the most confusing part of
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.I Sail
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to many. Ships can head in 8 directions:
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.nf
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0 0 0
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b b b0 b b b 0b b
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0 0 0
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.fi
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The stern of a ship moves when it turns. The bow remains stationary.
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Ships can always turn, regardless of the wind (unless they are becalmed).
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All ships drift when they lose headway. If a ship doesn't move forward
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at all for two turns, it will begin to drift. If a ship has begun to
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drift, then it must move forward before it turns, if it plans to do
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more than make a right or left turn, which is always possible.
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.PP
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Movement commands to
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.I Sail
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are a string of forward moves and turns. An example is "l3". It will
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turn a ship left and then move it ahead 3 spaces. In the drawing above,
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the "b0" made 7 successive left turns. When
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.I Sail
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prompts you for a move, it prints three characters of import. E.g.,
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.nf
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move (7, 4):
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.fi
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The first number is the maximum number of moves you can make,
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including turns. The second number is the maximum number of turns
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you can make. Between the numbers is sometimes printed a quote "'".
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If the quote is present, it means that your ship has been drifting, and
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you must move ahead to regain headway before you turn (see note above).
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Some of the possible moves for the example above are as follows:
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.nf
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move (7, 4): 7
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move (7, 4): 1
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move (7, 4): d /* drift, or do nothing */
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move (7, 4): 6r
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move (7, 4): 5r1
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move (7, 4): 4r1r
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move (7, 4): l1r1r2
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move (7, 4): 1r1r1r1
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.fi
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Because square riggers performed so poorly sailing into the wind, if at
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any point in a movement command you turn into the wind, the movement stops
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there. E.g.,
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.nf
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move (7, 4): l1l4
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Movement Error;
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Helm: l1l
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.fi
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Moreover, whenever you make a turn, your movement allowance drops to
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min(what's left, what you would have at the new attitude). In short,
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if you turn closer to the wind, you most likely won't be able to sail the
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full allowance printed in the "move" prompt.
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.PP
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Old sailing captains had to keep an eye constantly on the wind. Captains
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in
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.I Sail
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are no different. A ship's ability to move depends on its attitude to the
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wind. The best angle possible is to have the wind off your quarter, that is,
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just off the stern. The direction rose on the side of the screen gives the
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possible movements for your ship at all positions to the wind. Battle
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sail speeds are given first, and full sail speeds are given in parenthesis.
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.nf
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0 1(2)
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\\|/
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-^-3(6)
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/|\\
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| 4(7)
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3(6)
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.fi
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Pretend the bow of your ship (the "^") is pointing upward and the wind is
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blowing from the bottom to the top of the page. The
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numbers at the bottom "3(6)" will be your speed under battle or full
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sails in such a situation. If the wind is off your quarter, then you
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can move "4(7)". If the wind is off your beam, "3(6)". If the wind is
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off your bow, then you can only move "1(2)". Facing into the wind, you
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can't move at all. Ships facing into the wind were said to be "in irons".
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.SH WINDSPEED AND DIRECTION
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The windspeed and direction is displayed as a little weather vane on the
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side of the screen. The number in the middle of the vane indicates the wind
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speed, and the + to - indicates the wind direction. The wind blows from
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the + sign (high pressure) to the - sign (low pressure). E.g.,
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.nf
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3
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+
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.fi
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.PP
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The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
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3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
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If a hurricane shows up, all ships are destroyed.
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.SH GRAPPLING AND FOULING
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If two ships collide, they run the risk of becoming tangled together. This
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is called "fouling." Fouled ships are stuck together, and neither can move.
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They can unfoul each other if they want to. Boarding parties can only be
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sent across to ships when the antagonists are either fouled or grappled.
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.PP
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Ships can grapple each other by throwing grapnels into the rigging of
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the other.
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.PP
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The number of fouls and grapples you have are displayed on the upper
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right of the screen.
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.SH BOARDING
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Boarding was a very costly venture in terms of human life. Boarding parties
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may be formed in
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.I Sail
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to either board an enemy ship or to defend your own ship against attack.
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Men organized as Defensive Boarding Parties fight twice as hard to save
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their ship as men left unorganized.
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.PP
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The boarding strength of a crew depends upon its quality and upon the
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number of men sent.
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.SH CREW QUALITY
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The British seaman was world renowned for his sailing abilities. American
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sailors, however, were actually the best seamen in the world. Because the
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American Navy offered twice the wages of the Royal Navy, British seamen
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who liked the sea defected to America by the thousands.
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.PP
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In
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.I Sail,
|
|
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.
|
|
.SH BROADSIDES
|
|
Your two broadsides may be loaded with four kinds of shot: grape, chain,
|
|
round, and double. You have guns and carronades in both the port and starboard
|
|
batteries. Carronades 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.
|
|
.PP
|
|
The types of shot and their advantages are:
|
|
.SH ROUND
|
|
Range of 10. Good for hull or rigging hits.
|
|
.SH DOUBLE
|
|
Range of 1. Extra good for hull or rigging hits.
|
|
Double takes two turns to load.
|
|
.SH CHAIN
|
|
Range of 3. Excellent for tearing down rigging.
|
|
Cannot damage hull or guns, though.
|
|
.SH GRAPE
|
|
Range of 1. Sometimes devastating against enemy crews.
|
|
.PP
|
|
On the side of the screen is displayed some vital information about your
|
|
ship:
|
|
.nf
|
|
|
|
Load D! R!
|
|
Hull 9
|
|
Crew 4 4 2
|
|
Guns 4 4
|
|
Carr 2 2
|
|
Rigg 5 5 5 5
|
|
|
|
.fi
|
|
"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 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.
|
|
.SH EFFECTIVENESS OF FIRE
|
|
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 destructive 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
|
|
.I Pellew vs. The Droits de L'Homme
|
|
takes advantage of this peculiar circumstance.
|
|
.SH REPAIRS
|
|
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.
|
|
.SH PECULIARITIES OF COMPUTER SHIPS
|
|
Computer ships in
|
|
.I Sail
|
|
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
|
|
.I
|
|
Driver
|
|
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.
|
|
.SH HOW TO PLAY
|
|
Commands are given to
|
|
.I Sail
|
|
by typing a single character. You will then be prompted for further
|
|
input. A brief summary of the commands follows.
|
|
.br
|
|
.SH COMMAND SUMMARY
|
|
.nf
|
|
|
|
'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
|
|
|
|
.fi
|
|
.bg
|
|
.SH SCENARIOS
|
|
Here is a summary of the scenarios in
|
|
.I Sail:
|
|
|
|
.br
|
|
.SH Ranger vs. Drake:
|
|
.nf
|
|
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)
|
|
.SH The Battle of Flamborough Head:
|
|
.nf
|
|
Wind from the S, blowing a fresh breeze.
|
|
|
|
.fi
|
|
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.
|
|
.nf
|
|
|
|
(a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts)
|
|
(b) Serapis 44 gun Frigate (crack crew) (12 pts)
|
|
.SH Arbuthnot and Des Touches:
|
|
.nf
|
|
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)
|
|
.SH Suffren and Hughes:
|
|
.nf
|
|
|
|
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)
|
|
.SH Nymphe vs. Cleopatre:
|
|
.nf
|
|
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)
|
|
.SH Mars vs. Hercule:
|
|
Wind from the S, blowing a fresh breeze.
|
|
.nf
|
|
(b) Mars 74 gun Ship of the Line (crack crew) (26 pts)
|
|
(f) Hercule 74 gun Ship of the Line (average crew) (23 pts)
|
|
.SH Ambuscade vs. Baionnaise:
|
|
.nf
|
|
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)
|
|
.SH Constellation vs. Insurgent:
|
|
.nf
|
|
Wind from the S, blowing a gale.
|
|
|
|
(a) Constellation 38 gun Corvette (elite crew) (17 pts)
|
|
(f) Insurgent 36 gun Corvette (average crew) (11 pts)
|
|
.SH Constellation vs. Vengeance:
|
|
.nf
|
|
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)
|
|
.SH The Battle of Lissa:
|
|
.nf
|
|
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)
|
|
.SH Constitution vs. Guerriere:
|
|
.nf
|
|
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)
|
|
.SH United States vs. Macedonian:
|
|
.nf
|
|
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)
|
|
.SH Constitution vs. Java:
|
|
.nf
|
|
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)
|
|
.SH Chesapeake vs. Shannon:
|
|
.nf
|
|
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)
|
|
.SH The Battle of Lake Erie:
|
|
.nf
|
|
Wind from the S, blowing a light breeze.
|
|
|
|
(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)
|
|
.SH Wasp vs. Reindeer:
|
|
.nf
|
|
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)
|
|
.SH Constitution vs. Cyane and Levant:
|
|
.br
|
|
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)
|
|
.br
|
|
.SH Pellew vs. Droits de L'Homme:
|
|
.nf
|
|
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)
|
|
.SH Algeciras:
|
|
.nf
|
|
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)
|
|
.SH Lake Champlain:
|
|
.nf
|
|
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)
|
|
(b) Chubb 11 gun Brig (crack crew) (5 pts)
|
|
.SH Last Voyage of the USS President:
|
|
.nf
|
|
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)
|
|
.SH Hornblower and the Natividad:
|
|
.nf
|
|
Wind from the E, blowing a gale.
|
|
|
|
.fi
|
|
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.
|
|
.nf
|
|
|
|
(b) Lydia 36 gun Frigate (elite crew) (13 pts)
|
|
(s) Natividad 50 gun Ship of the Line (green crew) (14 pts)
|
|
.SH Curse of the Flying Dutchman:
|
|
.nf
|
|
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)
|
|
.SH The South Pacific:
|
|
.nf
|
|
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)
|
|
.SH Hornblower and the battle of Rosas bay:
|
|
.nf
|
|
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.
|
|
.nf
|
|
|
|
(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)
|
|
.SH Cape Horn:
|
|
.nf
|
|
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)
|
|
.SH New Orleans:
|
|
.nf
|
|
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)
|
|
.SH Botany Bay:
|
|
.nf
|
|
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)
|
|
.SH Voyage to the Bottom of the Sea:
|
|
.nf
|
|
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)
|
|
.SH Frigate Action:
|
|
.nf
|
|
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)
|
|
.SH The Battle of Midway:
|
|
.nf
|
|
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)
|
|
(j) Soryu 80 gun Ship of the Line (green crew) (23 pts)
|
|
|
|
.SH Star Trek:
|
|
.nf
|
|
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)
|
|
|
|
.SH CONCLUSION
|
|
|
|
.I Sail
|
|
has been a group effort.
|
|
|
|
.SH AUTHOR
|
|
Dave Riggle
|
|
.SH CO-AUTHOR
|
|
Ed Wang
|
|
.SH REFITTING
|
|
Craig Leres
|
|
.SH CONSULTANTS
|
|
.nf
|
|
Chris Guthrie
|
|
Captain Happy
|
|
Horatio Nelson
|
|
and many valiant others...
|
|
.fi
|
|
.SH "REFERENCES"
|
|
.nf
|
|
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
|
|
.in +6n
|
|
Mr. Midshipman Easy
|
|
Peter Simple
|
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Jacob Faithful
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Japhet in Search of a Father
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Snarleyyow, or The Dog Fiend
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Frank Mildmay, or The Naval Officer
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.in -6n
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.SH BUGS
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Probably a few, and please report them to "riggle@ernie.berkeley.edu" and
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"edward@ucbarpa.berkeley.edu"
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