Skip site navigation (1)Skip section navigation (2)

FreeBSD Manual Pages

  
 
  

home | help
SAIL(6)				  Games	Manual			       SAIL(6)

NAME
       sail -- multi-user wooden ships and iron	men

SYNOPSIS
       sail [-bx] [-s [-l]] [number]

DESCRIPTION
       sail is a computer version of Avalon Hill's game	of fighting sail orig-
       inally 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  his-
       torical	sea  battles  recorded	in the game, or	they can choose	a fic-
       tional 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  de-
       struction  of  his  broadsides.	 In addition to	fighting the enemy, he
       must harness the	powers of the wind and sea to make them	work for  him.
       The  outcome  of	many battles during the	age of sail was	decided	by the
       ability of one captain to hold the `weather gage'.

       The flags are:

       -b    No	bells.

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

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

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

IMPLEMENTATION
       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 operat-
       ing 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) == -1 && 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
       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 re-
       sults 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 up-
       dates, 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
       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 com-
       pared to	a 68-gun broadside of 24 or 32 pounders.  The  guns  bear  ap-
       proximately 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.  Be-
       cause  the  bows	of a ship are very strong and present a	smaller	target
       than the	stern, a stern rake (firing from the stern to the bow)	causes
       more damage than	a bow rake.

				     b
				    00	 ----  Stern rake!
				      a

       Most ships were equipped	with carronades, which were very large,	close-
       range  cannons.	 American  ships  from the 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	 main-
       stays  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.  The modern terms "ocean liner", and
       "battleship" are	derived	from "ship of the line".

       The pride of the	fleet were the "first-rates".  These were  huge	 three
       decked ships of the line	mounting 80 to 136 guns.

       Lesser  ships  were  known  as  "second-rates", "third-rates", and even
       "fourth-rates".	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  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	mount-
       ing 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
       Ships  in sail are represented by two characters.  One character	repre-
       sents 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 can-
       vas called Full Sails.  A ship under full sail is a beautiful sight in-
       deed, 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 rea-
       son,  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 capi-
       tal 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 Amer-
       ican 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
       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 be-
       calmed).	 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	possi-
       ble.

       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.  Cap-
       tains 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
       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
       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 par-
       ties 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
       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  de-
       fend 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
       The British seaman was world renowned for his sailing abilities.	 Amer-
       ican sailors, however, were actually the	best seamen in the world.  Be-
       cause 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 aver-
       age.   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
       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.

       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 dam-
		age 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 ini-
       tial  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 load-
       ing  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 rig-
       ging is shot away, you lose mobility.

   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  Pellew  vs.  The
       Droits de L'Homme takes advantage of this peculiar circumstance.

   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.

   PECULIARITIES OF COMPUTER SHIPS
       Computer	ships in sail follow all the rules above  with	a  few	excep-
       tions.	Computer  ships	never repair damage.  If they did, the players
       could never beat	them.  They play well enough as	it is.	As a  consola-
       tion,  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. dis-
       tance  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
       Commands	are given to sail by typing a single character.	 You will then
       be prompted for further input.  A brief summary of  the	commands  fol-
       lows.

   COMMAND SUMMARY
       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
       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
       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 fwrite()s every few lines.	 After
       a  tremendous  rewrite from the top down, he got	the first working ver-
       sion 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
       sail has	been a group effort.

       Dave Riggle

       Ed Wang,	co-author

       Craig Leres, refitting

   CONSULTANTS
       Chris Guthrie, Captain Happy, Horatio Nelson and	many valiant others...

REFERENCES
       Avalon Hill, Wooden Ships & Iron	Men.

       Patrick O'Brian,	Master and Commander, and 20 more volumes.

       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
       Probably	a few.

FreeBSD	Ports 14.quarterly	 July 25, 2013			       SAIL(6)

Want to link to this manual page? Use this URL:
<https://man.freebsd.org/cgi/man.cgi?query=sail&sektion=6&manpath=FreeBSD+Ports+14.3.quarterly>

home | help