976 lines
35 KiB
Groff
976 lines
35 KiB
Groff
.\" $NetBSD: sail.6,v 1.14 2005/09/15 02:09:41 wiz Exp $
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.\"
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.\" 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. 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 8.3 (Berkeley) 6/1/94
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.\"
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.TH SAIL 6 "June 1, 1994"
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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.
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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.
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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.
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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.
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Each player starts up a process which runs his own ship.
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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.
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In addition, a locking mechanism must be provided to ensure exclusive
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access to the shared file.
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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.
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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) \*[Lt] 0 \*[Am]\*[Am] n \*[Lt] 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.
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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.
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When ucbmiro was rebooted after a crash, the file system check program
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found 3 links 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.
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It then writes back into the temporary file new 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.
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Suppose a player types a move for his ship and hits return.
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What happens then?
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The player process saves up messages to
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be written to the temporary file in a buffer.
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Every 7 seconds or so, the player process gets exclusive access to
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the temporary file and writes out its buffer to the file.
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The driver, running asynchronously, must
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read in the movement command, process it, and write out the results.
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This takes two exclusive accesses to the temporary file.
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Finally, when the player process gets around to doing another 7 second
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update, the results of the move are displayed on the screen.
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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.
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There is room for "pipelining" in the movement.
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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.
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Movement 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.
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Needless to say, the code was horrendous,
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not portable in any sense of the word, and didn't work.
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The program was not
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very modular and had fseeks() and fwrites() every few lines.
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After a tremendous rewrite from the top down,
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I got the first working version up by 1981.
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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.
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This was no easy task, by the way.
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Constants like 2 and 10 were very frequent in the code.
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I also became famous for 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.
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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.
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Ed Wang rewrote and modularized the code (a monumental feat)
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almost from scratch.
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Although he introduced many new bugs, the final result was very much
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cleaner and (?) faster.
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He added window movement 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.
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Their only disadvantage was an inability to sail very close to the wind.
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The design of a wooden ship allowed only for the
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guns to bear to the left and right sides.
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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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.ne 1i
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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.
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The shot tended to bounce along the deck and did several times more damage.
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This phenomenon was called a rake.
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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.
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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.
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My favorite author is Captain Frederick Marryat.
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More contemporary authors include C.S. Forester and Alexander Kent.
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.PP
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Fighting ships came in several sizes classed by armament.
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The mainstays of
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any fleet were its "Ships of the Line", or "Line of Battle Ships".
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They were so named because these ships fought together in great lines.
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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."
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The most common size was the 74 gun two decked ship of the line.
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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.
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These were huge three decked ships of the line mounting 80 to 136 guns.
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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.
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They were almost all "razees," or ships of the line with one deck sawed off.
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They mounted 40-64 guns and were
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a poor cross between a frigate and a line of battle ship.
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They neither 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."
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Frigates came in many sizes mounting anywhere from 32 to 44 guns.
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They were very handy vessels.
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They could outsail anything bigger and outshoot anything smaller.
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Frigates didn't fight in lines of battle as the much bigger 74's did.
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Instead, they harassed the enemy's rear or captured crippled ships.
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They were much more useful in missions away from the fleet,
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such as cutting out expeditions or boat actions.
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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.
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These were smaller ships mounting typically fewer than 20 guns.
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A corvette was only slightly
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smaller than a frigate, so one might have up to 30 guns.
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Sloops were used for carrying dispatches or passengers.
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Brigs were something you built for 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.
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One character represents the bow of
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the ship, and the other represents the stern.
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Ships have nationalities and numbers.
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The first ship of a nationality is number 0, the second
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number 1, etc.
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Therefore, the first British ship in a game would be printed as "b0".
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The second Brit would be "b1", and the fifth Don 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.
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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.
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The only 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.
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For this reason, rigging damage is doubled on a ship with full sails set.
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Don't let that discourage you from using full sails.
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I like to keep them up right into the heat of battle.
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A ship with full sails set has a capital letter for its nationality.
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E.g., 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."
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This ceremony is the ship's formal surrender.
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The nationality character of a surrendered ship is printed as "!".
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E.g., the Frog of our last example 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.
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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.
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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.
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In addition, the ship number is changed
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to "\*[Am]","'", "(", ,")", "*", or "+" depending upon the original number,
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be it 0,1,2,3,4, or 5.
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E.g., the "b0" captured by an American becomes the
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"a\*[Am]".
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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: "#\*[Am]".
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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.
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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.
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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.
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If a ship doesn't move forward at all for two turns, it will begin to drift.
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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.
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An example is "l3".
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It will turn a ship left and then move it ahead 3 spaces.
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In the drawing above, the "b0" made 7 successive left turns.
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When
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.I Sail
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prompts you for a move, it prints three characters of import.
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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, including turns.
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The second number is the maximum number of turns you can make.
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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.
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E.g.,
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.ne 1i
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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).
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In short, if you turn closer to the wind, you most likely won't be able
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to sail the 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.
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Captains in
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.I Sail
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are no different.
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A ship's ability to move depends on its attitude to the wind.
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The best angle possible is to have the wind off your quarter, that is,
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just off the stern.
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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.
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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.
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The numbers at the bottom "3(6)" will be your speed under battle or full
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sails in such a situation.
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If the wind is off your quarter, then you can move "4(7)".
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If the wind is off your beam, "3(6)".
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If the wind is off your bow, then you can only move "1(2)".
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Facing into the wind, you can't move at all.
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Ships facing into the wind were said to be "in irons".
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.SH WINDSPEED AND DIRECTION
|
|
The windspeed and direction is displayed as a little weather vane on the
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side of the screen.
|
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The number in the middle of the vane indicates the wind
|
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speed, and the + to - indicates the wind direction.
|
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The wind blows from the + sign (high pressure) to the - sign (low pressure).
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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
|
|
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.
|
|
.SH GRAPPLING AND FOULING
|
|
If two ships collide, they run the risk of becoming tangled 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.
|
|
.PP
|
|
Ships can grapple each other by throwing grapnels into the rigging of
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the other.
|
|
.PP
|
|
The number of fouls and grapples you have are displayed on the upper
|
|
right of the screen.
|
|
.SH BOARDING
|
|
Boarding was a very costly venture in terms of human life.
|
|
Boarding parties may be formed in
|
|
.I Sail
|
|
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.
|
|
.PP
|
|
The boarding strength of a crew depends upon its quality and upon the
|
|
number of men sent.
|
|
.SH CREW QUALITY
|
|
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 offered twice the wages of the Royal Navy, British seamen
|
|
who liked the sea defected to America by the thousands.
|
|
.PP
|
|
In
|
|
.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.
|
|
.pl -1
|
|
.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.
|
|
|
|
.fi
|
|
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)
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(a) Galileo 450 gun Ship of the Line (elite crew) (75 pts)
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(k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts)
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(k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts)
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(o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts)
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(o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts)
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.SH CONCLUSION
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|
|
|
.I Sail
|
|
has been a group effort.
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|
|
|
.SH AUTHORS
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|
Dave Riggle
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.SH CO-AUTHOR
|
|
Ed Wang
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.SH REFITTING
|
|
Craig Leres
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.SH CONSULTANTS
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|
.nf
|
|
Chris Guthrie
|
|
Captain Happy
|
|
Horatio Nelson
|
|
and many valiant others...
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|
.fi
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|
.SH REFERENCES
|
|
.nf
|
|
Wooden Ships \*[Am] 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
|
|
Jacob Faithful
|
|
Japhet in Search of a Father
|
|
Snarleyyow, or The Dog Fiend
|
|
Frank Mildmay, or The Naval Officer
|
|
.in -6n
|
|
.SH BUGS
|
|
Probably a few, and please report them to "riggle@ernie.berkeley.edu" and
|
|
"edward@ucbarpa.berkeley.edu"
|