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SAIL(6)

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NAME    [Toc]    [Back]

     sail - multi-user wooden ships and iron men

SYNOPSIS    [Toc]    [Back]

     sail [-s [-l]] [-x] [-b] [num]

DESCRIPTION    [Toc]    [Back]

     sail is a computer version of Avalon Hill's game of fighting
sail originally
 developed by S. Craig Taylor.

     Players  of sail take command of an old-fashioned Man of War
and fight
     other players or the computer.  They may re-enact one of the
many historical
  sea battles recorded in the game, or they can choose a
fictional
     battle.

     As a sea captain in the sail Navy, the player  has  complete
control over
     the  workings  of  his  ship.  He must order every maneuver,
change the set
     of his sails, and judge the right moment to  let  loose  the
terrible destruction
  of  his  broadsides.  In addition to fighting the
enemy, he must
     harness the powers of the wind and sea to make them work for
him.  The
     outcome  of  many battles during the age of sail was decided
by the ability
     of one captain to hold the `weather gage'.

     The flags are:

     -s    Print the names and ships of the top ten sailors.

     -l    Show the login name.  Only effective with -s.

     -x    Play the first available ship instead of prompting for
a choice.

     -b    No bells.

IMPLEMENTATION    [Toc]    [Back]

     sail is really two programs in one.  Each player starts up a
process
     which runs his own ship.  In addition, a driver  process  is
forked (by the
     first  player)  to  run  the computer ships and take care of
global bookkeeping.


     Because the driver must calculate moves  for  each  ship  it
controls, the
     more ships the computer is playing, the slower the game will
appear.

     If a player joins a game in progress,  he  will  synchronize
with the other
     players  (a  rather  slow process for everyone), and then he
may play along
     with the rest.

     To implement a multi-user game in UNIX Version 7, which  was
the operating
     system  sail was first written under, the communicating processes must use
     a common temporary file as a place to read  and  write  messages.  In addition,
  a locking mechanism must be provided to ensure exclusive access to
     the shared file.  For example, sail uses  a  temporary  file
named
     /tmp/#sailsink.21  for  scenario  21, and corresponding file
names for the
     other scenarios.  To provide exclusive access to the  temporary file, sail
     uses  a technique stolen from an old game called pubcaves by
Jeff Cohen.
     Processes do a busy wait in the loop

           for (n = 0; link(sync_file, sync_lock) < 0 && n <  30;
n++)
                   sleep(2);

     until  they  are  able  to  create  a  link  to a file named
/tmp/#saillock.??.
     The ``??'' correspond to the scenario number  of  the  game.
Since UNIX
     guarantees that a link will point to only one file, the process that succeeds
 in linking will have exclusive access to the temporary
file.

   CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES    [Toc]    [Back]
     When players do something of global interest, such as moving
or firing,
     the driver must coordinate the action with the  other  ships
in the game.
     For  example,  if a player wants to move in a certain direction, he writes
     a message into the temporary file requesting that the driver
move his
     ship.  Each ``turn'', the driver reads all the messages sent
from the
     players and decides what happened.  It then writes back into
the temporary
 file new values of variables, etc.

     The  most  noticeable  effect  this communication has on the
game is the delay
 in moving.  Suppose a player types a move for  his  ship
and hits return.
   What happens then?  The player process saves up messages to be
     written to the temporary file in a buffer.  Every 7  seconds
or so, the
     player  process  gets exclusive access to the temporary file
and writes out
     its buffer to the file.  The driver, running asynchronously,
must read in
     the movement command, process it, and write out the results.
This takes
     two exclusive accesses to the temporary file.  Finally, when
the player
     process  gets  around  to doing another 7-second update, the
results of the
     move are displayed on the screen.  Hence, every movement requires four
     exclusive accesses to the temporary file (anywhere from 7 to
21 seconds
     depending upon asynchrony) before the player  sees  the  results of his
     moves.

     In  practice,  the  delays are not as annoying as they would
appear.  There
     is room for ``pipelining'' in the movement.  After the player writes out
     a first movement message, a second movement command can then
be issued.
     The first message will be in the temporary file waiting  for
the driver,
     and  the  second  will  be  in the file buffer waiting to be
written to the
     file.  Thus, by always typing moves  a  turn  ahead  of  the
time, the player
     can sail around quite quickly.

     If  the  player  types several movement commands between two
7-second updates,
 only the last movement command typed will be seen  by
the driver.
     Movement  commands  within  the same update "overwrite" each
other, in a
     sense.

   HISTORICAL INFO    [Toc]    [Back]
     Old Square Riggers were very maneuverable ships  capable  of
intricate
     sailing.   Their  only disadvantage was an inability to sail
very close to
     the wind.  The design of a wooden ship allowed only for  the
guns to bear
     to  the  left  and  right sides.  A few guns of small aspect
(usually 6 or 9
     pounders) could point forward, but their  effect  was  small
compared to a
     68-gun  broadside  of  24 or 32 pounders.  The guns bear approximately like
     so:

                                     b----------------
               ---0

up to a range of ten (for round shot)

     An  interesting  phenomenon  occurred  when  a broadside was
fired down the
     length of an enemy ship.  The shot tended  to  bounce  along
the deck and
     did several times more damage.  This phenomenon was called a
rake.  Because
 the bows of a ship  are  very  strong  and  present  a
smaller target
     than  the  stern, a stern rake (firing from the stern to the
bow) causes
     more damage than a bow rake.

                                   b
                                  00   ----  Stern rake!
                                    a

     Most ships were equipped with carronades,  which  were  very
large, closerange
 cannons.  American ships from the revolution until the
War of 1812
     were almost entirely armed with carronades.

     The period of history covered in sail is approximately  from
the 1770s until
  the  end  of Napoleonic France in 1815.  There are many
excellent books
     about the age of sail (see REFERENCES).

     Fighting ships came in several sizes  classed  by  armament.
The mainstays
     of  any  fleet  were its ``Ships of the Line'', or ``Line of
Battle Ships''.
     They were so named because these ships  fought  together  in
great lines.
     They  were  close  enough for mutual support, yet every ship
could fire both
     its broadsides.  We get the modern words ``ocean liner'', or
``liner'',
     and ``battleship'' from ``ship of the line''.  The most common size was
     the 74-gun two-decked ship of the line.  The two  gun  decks
usually mounted
 18 and 24 pounder guns.

     The  pride  of  the  fleet were the first rates.  These were
huge three
     decked ships of the line mounting 80 to 136 guns.  The  guns
in the three
     tiers  were  usually  18,  24, and 32 pounders in that order
from top to bottom.


     Various  other  ships  came  next.   They  were  almost  all
``razees'', or ships
     of  the  line  with  one deck sawed off.  They mounted 40-64
guns and were a
     poor cross between a frigate and  a  line  of  battle  ship.
They neither had
     the speed of the former nor the firepower of the latter.

     Next  came the ``eyes of the fleet''.  Frigates came in many
sizes mounting
 anywhere from 32 to 44 guns.  They were very handy  vessels.  They
     could outsail anything bigger and outshoot anything smaller.
Frigates
     didn't fight in lines of battle as the much bigger 74's did.
Instead,
     they  harassed  the enemy's rear or captured crippled ships.
They were
     much more useful in missions away from the  fleet,  such  as
cutting out expeditions
 or boat actions.  They could hit hard and get away
fast.

     Lastly, there were the corvettes, sloops, and brigs.   These
were smaller
     ships mounting typically fewer than 20 guns.  A corvette was
only slightly
 smaller than a frigate, so one might have up to 30  guns.
Sloops were
     used  for  carrying  dispatches  or  passengers.  Brigs were
something you
     built for land-locked lakes.

   SAIL PARTICULARS    [Toc]    [Back]
     Ships in sail are represented by two characters.  One  character represents
  the  bow  of  the  ship, and the other represents the
stern.  Ships
     have nationalities and numbers.  The first ship of a nationality is number
  0,  the  second  number  1,  etc.  Therefore, the first
British ship in a
     game would be printed as `b0'.  The  second  Brit  would  be
`b1', and the
     fifth Don would be `s4'.

     Ships  can set normal sails, called Battle Sails, or bend on
extra canvas
     called Full Sails.  A ship under full sail  is  a  beautiful
sight indeed,
     and  it can move much faster than a ship under Battle Sails.
The only
     trouble is, with full sails set, there is so much tension on
sail and
     rigging  that  a well aimed round shot can burst a sail into
ribbons where
     it would only cause a little hole in a loose sail.  For this
reason, rigging
 damage is doubled on a ship with full sails set.  Don't
let that
     discourage you from using full sails: I like to keep them up
right into
     the  heat of battle.  A ship with full sails set has a capital letter for
     its nationality.  E.g., a Frog, `f0', with  full  sails  set
would be printed
 as `F0'.

     When  a  ship  is battered into a listing hulk, the last man
aboard
     ``strikes the colors''.  This ceremony is the ship's  formal
surrender.
     The  nationality  character of a surrendered ship is printed
as `!'.  E.g.,
     the Frog of our last example would soon be `!0'.

     A ship has a random chance of catching fire or sinking  when
it reaches
     the  stage  of listing hulk.  A sinking ship has a tilde `~'
printed for
     its nationality, and a ship on fire and about to explode has
a `#' printed.


     Captured  ships  become  the  nationality of the prize crew.
Therefore, if
     an American ship captures a British ship, the  British  ship
will have an
     `a' printed for its nationality.  In addition, the ship number is changed
     to `&', `'', `(', `'), `*', or `+' depending upon the original number, be
     it 0, 1, 2, 3, 4, or 5.  E.g., the `b0' captured by an American becomes
     the `a&'.  The `s4' captured by a Frog becomes the `f*'.

     The ultimate example is, of course, an exploding  Brit  captured by an
     American: `#&'.

   MOVEMENT    [Toc]    [Back]
     Movement  is the most confusing part of sail to many.  Ships
can head in 8
     directions:

                                      0      0      0
             b       b       b0      b       b        b        0b
b
             0                                                  0
0

     The stern of a ship moves when it turns.   The  bow  remains
stationary.
     Ships  can  always turn, regardless of the wind (unless they
are becalmed).
     All ships drift when they lose headway.  If a  ship  doesn't
move forward
     at all for two turns, it will begin to drift.  If a ship has
begun to
     drift, then it must move forward  before  it  turns,  if  it
plans to do more
     than make a right or left turn, which is always possible.

     Movement  commands to sail are a string of forward moves and
turns.  An
     example is `l3'.  It will turn a ship left and then move  it
ahead 3
     spaces.   In  the  drawing above, the `b0' made 7 successive
left turns.
     When sail prompts you for a move, it prints three characters
of import.
     E.g.,

           move (7, 4):

     The  first  number  is  the  maximum number of moves you can
make, including
     turns.  The second number is the maximum number of turns you
can make.
     Between  the  numbers  is sometimes printed a quote `''.  If
the quote is
     present, it means that your ship has been drifting, and  you
must move
     ahead  to  regain  headway before you turn (see note above).
Some of the
     possible moves for the example above are as follows:

           move (7, 4): 7
           move (7, 4): 1
           move (7, 4): d          /* drift, or do nothing */
           move (7, 4): 6r
           move (7, 4): 5r1
           move (7, 4): 4r1r
           move (7, 4): l1r1r2
           move (7, 4): 1r1r1r1

     Because square riggers performed so poorly sailing into  the
wind, if at
     any  point in a movement command you turn into the wind, the
movement
     stops there.  E.g.,

           move (7, 4): l1l4
           Movement Error;
           Helm: l1l

     Moreover, whenever you make a turn, your movement  allowance
drops to the
     lesser  of what's left or what you would have at the new attitude.  In
     short, if you turn closer to the wind, you most likely won't
be able to
     sail the full allowance printed in the "move" prompt.

     Old  sailing  captains  had to keep an eye constantly on the
wind.  Captains
     in sail are no different.  A ship's ability to move  depends
on its attitude
  to  the  wind.  The best angle possible is to have the
wind off your
     quarter, that is, just off the stern.  The direction rose on
the side of
     the screen gives the possible movements for your ship at all
positions to
     the wind.  Battle sail speeds are given first, and full sail
speeds are
     given in parentheses.

                                      0 1(2)
                                     /
                                     -^-3(6)
                                     /|
| 4(7)
                                     3(6)

     Pretend the bow of your ship (the `^')  is  pointing  upward
and the wind is
     blowing from the bottom to the top of the page.  The numbers
at the bottom
 `3(6)' will be your speed under battle or full sails  in
such a situation.
   If  the  wind is off your quarter, then you can move
`4(7)'.  If the
     wind is off your beam, `3(6)'.  If the wind is off your bow,
then you can
     only  move  `1(2)'.   If  you  are facing into the wind, you
can't move at
     all; ships facing  into  the  wind  were  said  to  be  ``in
irons''.

   WINDSPEED AND DIRECTION    [Toc]    [Back]
     The windspeed and direction is displayed as a little weather
vane on the
     side of the screen.  The number in the middle  of  the  vane
indicates the
     wind  speed,  and  the  + to - indicates the wind direction.
The wind blows
     from the + sign (high pressure) to the  -  sign  (low  pressure).  E.g.,

                 |
                 3
                 +

     The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
     3 = fresh breeze, 4 = strong breeze, 5  =  gale,  6  =  full
gale, 7 = hurricane.
  If a hurricane shows up, all ships are destroyed.

   GRAPPLING AND FOULING    [Toc]    [Back]
     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.

     Ships  can  grapple each other by throwing grapnels into the
rigging of the
     other.

     The number of fouls and grapples you have are  displayed  on
the upper
     right of the screen.

   BOARDING    [Toc]    [Back]
     Boarding  was  a very costly venture in terms of human life.
Boarding parties
 may be formed in 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.

     The boarding strength of a crew depends upon its quality and
upon the
     number of men sent.

   CREW QUALITY    [Toc]    [Back]
     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.

     In 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.

   BROADSIDES    [Toc]    [Back]
     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.e You have  the  choice
of firing at
     the  hull  or  rigging of another ship.  If the range of the
ship is greater
     than 6, then you may only shoot at the rigging.

     The types of shot and their advantages are:

     ROUND    Range of 10.  Good for hull or rigging hits.

     DOUBLE   Range of 1.  Extra good for hull or  rigging  hits.
Double takes
              two turns to load.

     CHAIN     Range  of  3.  Excellent for tearing down rigging.
Cannot damage
              hull or guns, though.

     GRAPE    Range of 1.  Sometimes  devastating  against  enemy
crews.

     On  the  side of the screen is displayed some vital information about your
     ship:

           Load  D! R!
           Hull  9
           Crew  4  4  2
           Guns  4  4
           Carr  2  2
           Rigg  5 5 5 5

     "Load" shows what your port  (left)  and  starboard  (right)
broadsides are
     loaded with.  A `!' after the type of shot indicates that it
is an initial
 broadside.  Initial 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.

   EFFECTIVENESS OF FIRE    [Toc]    [Back]
     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  Pellew  vs.  The  Droits  de
L'Homme takes advantage
 of this peculiar circumstance.

   REPAIRS    [Toc]    [Back]
     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.

   PECULIARITIES OF COMPUTER SHIPS    [Toc]    [Back]
     Computer ships in 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 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 it isn't perfect.

HOW TO PLAY    [Toc]    [Back]

     Commands are given to sail by  typing  a  single  character.
You will then
     be  prompted for further input.  A brief summary of the commands follows.

   COMMAND SUMMARY    [Toc]    [Back]

     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

SCENARIOS    [Toc]    [Back]

     Here is a summary of the scenarios in sail:

   Ranger vs. Drake:
     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)

   The Battle of Flamborough Head:
     Wind from the S, blowing a fresh breeze.

     This  is  John  Paul Jones' first famous battle.  Aboard the
Bonhomme
     Richard, he was able to overcome the Serapis's greater firepower by
     quickly boarding her.

     (a) Bonhomme Rich     42 gun Corvette (crack crew) (11 pts)
     (b) Serapis           44 gun Frigate (crack crew) (12 pts)

   Arbuthnot and Des Touches:
     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)

   Suffren and Hughes:
     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)

   Nymphe vs. Cleopatre:
     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)

   Mars vs. Hercule:
     Wind from the S, blowing a fresh breeze.

     (b) Mars              74 gun Ship of the Line  (crack  crew)
(26 pts)
     (f) Hercule           74 gun Ship of the Line (average crew)
(23 pts)

   Ambuscade vs. Baionnaise:
     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)

   Constellation vs. Insurgent:
     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)

   Constellation vs. Vengeance:
     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)

   The Battle of Lissa:
     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)

   Constitution vs. Guerriere:
     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)

   United States vs. Macedonian:
     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)

   Constitution vs. Java:
     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)

   Chesapeake vs. Shannon:
     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)

   The Battle of Lake Erie:
     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)

   Wasp vs. Reindeer:
     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)

   Constitution vs. Cyane and Levant:
     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)

   Pellew vs. Droits de L'Homme:
     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)

   Algeciras:
     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)

   Lake Champlain:
     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)

   Last Voyage of the USS President:
     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)

   Hornblower and the Natividad:
     Wind from the E, blowing a gale.

     A  scenario  for  you Horny fans.  Remember, he sank the Natividad against
     heavy odds and winds.  Hint: don't try to board the  Natividad; her crew
     is much bigger, albeit green.

     (b) Lydia             36 gun Frigate (elite crew) (13 pts)
     (s)  Natividad          50 gun Ship of the Line (green crew)
(14 pts)

   Curse of the Flying Dutchman:
     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)

   The South Pacific:
     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)

   Hornblower and the battle of Rosas bay:
     Wind from the E, blowing a fresh breeze.

     The only battle Hornblower ever lost.  He was able  to  dismast one ship
     and  stern  rake  the  others  though.  See if you can do as
well.

     (b) Sutherland        74 gun Ship of the Line  (crack  crew)
(26 pts)
     (f) Turenne           80 gun 3 Decker SOL (average crew) (27
pts)
     (f) Nightmare         74 gun Ship of the Line (average crew)
(24 pts)
     (f)  Paris             112 gun 3 Decker SOL (green crew) (27
pts)
     (f) Napoleon          74 gun Ship of the Line  (green  crew)
(20 pts)

   Cape Horn:
     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)

   New Orleans:
     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)

   Botany Bay:
     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)

   Voyage to the Bottom of the Sea:
     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)

   Frigate Action:
     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)

   The Battle of Midway:
     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)

   Star Trek:
     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)

HISTORY    [Toc]    [Back]

     Dave  Riggle  wrote the first version of sail on a PDP 11/70
in the fall of
     1980.  Needless to say, says Dave, the code was  horrendous,
not portable
     in  any sense of the word, and didn't work.  The program was
not very modular
 and had fseek()s and fwrites()s every few lines.  After
a tremendous
     rewrite  from the top down, he got the first working version
up by 1981.
     There were several annoying bugs  concerning  firing  broadsides and finding
     angles.  sail uses no floating point, by the way, so the direction routines
 are rather tricky.  Ed Wang rewrote the  angle()  routine in 1981 to
     be  less incorrect, and he added code to let a player select
which ship he
     wanted at the start of the game.

     Captain Happy (Craig Leres) is responsible for  making  sail
portable for
     the first time.  This was no easy task, by the way.

     sail  received  its  fourth and most thorough rewrite in the
summer and fall
     of 1983: Ed Wang rewrote and modularized the code  (a  monumental feat) almost
  from  scratch.   Although he introduced many new bugs,
the final result
 was very much cleaner and (?) faster.  He added  window
movement commands
 and find ship commands.

AUTHORS    [Toc]    [Back]

     sail has been a group effort.

     Dave Riggle

     Ed Wang, co-author

     Craig Leres, refitting

   CONSULTANTS    [Toc]    [Back]
     Chris Guthrie
     Captain Happy
     Horatio Nelson
          and many valiant others...

REFERENCES    [Toc]    [Back]

     Avalon Hill, Wooden Ships & Iron Men.

     C.S.  Forester,  Captain  Horatio  Hornblower Novels, (13 of
them).

     Alexander Kent,  Captain  Richard  Bolitho  Novels,  (12  of
them).

     The  Complete Works of Captain Frederick Marryat.  Of these,
especially
           Mr. Midshipman Easy
           Peter Simple
           Jacob Faithful
           Japhet in Search of a Father
           Snarleyyow, or The Dog Fiend
           Frank Mildmay, or The Naval Officer

BUGS    [Toc]    [Back]

     Probably a few.

OpenBSD     3.6                        December     30,      1993
[ Back ]
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