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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 origi-
     nally 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:

     -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 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) == -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 guaran-
     tees  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 mes-
     sage  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  dis-
     played  on  the  screen.  Hence, every movement requires four exclusive ac-
     cesses 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  sec-
     ond 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
     Old  square-riggers were very maneuverable ships capable of intricate sail-
     ing.  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 broad-
     side 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,  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 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.   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 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  ha-
     rassed  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 represents
     the bow of the ship, and the other represents the stern.	Ships  have  na-
     tionalities  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  national-
     ity  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 na-
     tionality, 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 Ameri-
     can: `#&'.

   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 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  ex-
     ample  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.  Be-
     tween 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 fac-
     ing 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  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
     Boarding was a very costly venture in terms of human life.   Boarding  par-
     ties  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  num-
     ber of men sent.

   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.

     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
     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 star-
     board 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  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  be-
     fore  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
     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 men-
     tioned 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 pecu-
     liar 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 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
     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
     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 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  in-
     correct,  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) al-
     most 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 15.quarterly	  July 25, 2013 			 SAIL(6)

Want to link to this manual page? Use this URL:
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