1.\" Copyright (c) 1988, 1993 2.\" The Regents of the University of California. All rights reserved. 3.\" 4.\" Redistribution and use in source and binary forms, with or without 5.\" modification, are permitted provided that the following conditions 6.\" are met: 7.\" 1. Redistributions of source code must retain the above copyright 8.\" notice, this list of conditions and the following disclaimer. 9.\" 2. Redistributions in binary form must reproduce the above copyright 10.\" notice, this list of conditions and the following disclaimer in the 11.\" documentation and/or other materials provided with the distribution. 12.\" 3. Neither the name of the University nor the names of its contributors 13.\" may be used to endorse or promote products derived from this software 14.\" without specific prior written permission. 15.\" 16.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 17.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 18.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 19.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 20.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 21.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 22.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 23.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 24.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 25.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 26.\" SUCH DAMAGE. 27.\" 28.\" @(#)sail.6 8.2 (Berkeley) 12/30/93 29.\" $FreeBSD: src/games/sail/sail.6,v 1.5.2.1 2001/07/22 11:32:37 dd Exp $ 30.\" 31.Dd July 25, 2013 32.Dt SAIL 6 33.Os 34.Sh NAME 35.Nm sail 36.Nd multi-user wooden ships and iron men 37.Sh SYNOPSIS 38.Nm 39.Op Fl bx 40.Op Fl s Op Fl l 41.Op Ar number 42.Sh DESCRIPTION 43.Nm 44is a computer version of Avalon Hill's game of fighting sail 45originally developed by S. Craig Taylor. 46.Pp 47Players of 48.Nm 49take command of an old-fashioned Man of War and fight other 50players or the computer. 51They may re-enact one of the many historical sea battles recorded 52in the game, or they can choose a fictional battle. 53.Pp 54As a sea captain in the 55.Nm 56Navy, the player has complete control over the workings of his ship. 57He must order every maneuver, change the set of his sails, and judge the 58right moment to let loose the terrible destruction of his broadsides. 59In addition to fighting the enemy, he must harness the powers of the wind 60and sea to make them work for him. 61The outcome of many battles during the age of sail was decided by the 62ability of one captain to hold the 63.Sq weather gage . 64.Pp 65The flags are: 66.Bl -tag -width flag 67.It Fl b 68No bells. 69.It Fl l 70Show the login name. 71Only effective with 72.Fl s . 73.It Fl s 74Print the names and ships of the top ten sailors. 75.It Fl x 76Play the first available ship instead of prompting for a choice. 77.El 78.Sh IMPLEMENTATION 79.Nm 80is really two programs in one. 81Each player starts up a process which runs his own ship. 82In addition, a 83.Em driver 84process is forked 85.Pq by the first player 86to run the computer ships and take care of global bookkeeping. 87.Pp 88Because the driver must calculate moves for each ship it controls, the 89more ships the computer is playing, the slower the game will appear. 90.Pp 91If a player joins a game in progress, he will synchronize 92with the other players 93.Pq a rather slow process for everyone , 94and then he may play along with the rest. 95.Pp 96To implement a multi-user game in 97.Ux 98Version 7, 99which was the operating system 100.Nm 101was first written under, the communicating processes must use a common 102temporary file as a place to read and write messages. 103In addition, a locking mechanism must be provided to ensure exclusive 104access to the shared file. 105For example, 106.Nm 107uses a temporary file named 108.Pa /tmp/#sailsink.21 109for scenario 21, and corresponding file names for the other scenarios. 110To provide exclusive access to the temporary file, 111.Nm 112uses a technique stolen from an old game called 113.Ic pubcaves 114by Jeff Cohen. 115Processes do a busy wait in the loop 116.Bd -literal -offset indent 117for (n = 0; link(sync_file, sync_lock) == -1 && n < 30; n++) 118 sleep(2); 119.Ed 120.Pp 121until they are able to create a link to a file named 122.Pa /tmp/#saillock.?? . 123The 124.Dq ?? 125correspond to the scenario number of the game. 126Since 127.Ux 128guarantees that a link will point to only one file, the process 129that succeeds in linking will have exclusive access to the temporary file. 130.Ss CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES 131When players do something of global interest, such as moving or firing, 132the driver must coordinate the action with the other ships in the game. 133For example, if a player wants to move in a certain direction, he writes a 134message into the temporary file requesting that the driver move his ship. 135Each 136.Dq turn , 137the driver reads all the messages sent from the players and 138decides what happened. 139It then writes back into the temporary file new values of variables, etc. 140.Pp 141The most noticeable effect this communication has on the game is the 142delay in moving. 143Suppose a player types a move for his ship and hits return. 144What happens then? 145The player process saves up messages to 146be written to the temporary file in a buffer. 147Every 7 seconds or so, the player process gets exclusive access 148to the temporary file and writes out its buffer to the file. 149The driver, running asynchronously, must 150read in the movement command, process it, and write out the results. 151This takes two exclusive accesses to the temporary file. 152Finally, when the player process gets around to doing another 7-second update, 153the results of the move are displayed on the screen. 154Hence, every movement requires four 155exclusive accesses to the temporary file (anywhere from 7 to 21 seconds 156depending upon asynchrony) before the player sees the results of his moves. 157.Pp 158In practice, the delays are not as annoying as they would appear. 159There is room for 160.Dq pipelining 161in the movement. 162After the player writes out a first movement message, 163a second movement command can then be issued. 164The first message will be in the temporary file waiting for the driver, and 165the second will be in the file buffer waiting to be written to the file. 166Thus, by always typing moves a turn ahead of the time, the player can 167sail around quite quickly. 168.Pp 169If the player types several movement commands between two 7-second updates, 170only the last movement command typed will be seen by the driver. 171Movement commands within the same update 172.Dq overwrite 173each other, in a sense. 174.Sh HISTORICAL INFO 175Old square-riggers were very maneuverable ships capable of intricate 176sailing. 177Their only disadvantage was an inability to sail very close to the wind. 178The design of a wooden ship allowed only for the 179guns to bear to the left and right sides. 180A few guns of small aspect 181.Pq usually 6 or 9 pounders 182could point forward, but their 183effect was small compared to a 68-gun broadside of 24 or 32 pounders. 184The guns bear approximately like so: 185.Bd -literal -offset indent 186 \e 187 b---------------- 188 ---0 189 \e 190 \e 191 \e up to a range of ten (for round shot) 192 \e 193 \e 194 \e 195.Ed 196.Pp 197An interesting phenomenon occurred when a broadside was fired 198down the length of an enemy ship. 199The shot tended to bounce along the deck and did several times more damage. 200This phenomenon was called a rake. 201Because the bows of a ship are very strong and present a smaller 202target than the stern, a stern rake 203.Pq firing from the stern to the bow 204causes more damage than a bow rake. 205.Bd -literal -offset indent 206 b 207 00 ---- Stern rake! 208 a 209.Ed 210.Pp 211Most ships were equipped with carronades, which were very large, 212close-range cannons. 213American ships from the revolution until the War of 1812 214were almost entirely armed with carronades. 215.Pp 216The period of history covered in 217.Nm 218is approximately from the 1770s until the end of Napoleonic France in 1815. 219There are many excellent books about the age of sail 220.Pq see Sx REFERENCES . 221.Pp 222Fighting ships came in several sizes classed by armament. 223The mainstays of any fleet were its 224.Dq Ships of the Line , 225or 226.Dq Line of Battle Ships . 227They were so named because these ships fought together in great lines. 228They were close enough for mutual support, yet every ship could fire 229both its broadsides. 230The modern terms 231.Dq ocean liner , 232and 233.Dq battleship 234are derived from 235.Dq ship of the line . 236.Pp 237The pride of the fleet were the 238.Dq first-rates . 239These were huge three decked ships of the line mounting 80 to 136 guns. 240.Pp 241Lesser ships were known as 242.Dq second-rates , 243.Dq third-rates , 244and even 245.Dq fourth-rates . 246The most common size was the 74 gun two-decked ship of the line. 247The two gun decks usually mounted 18 and 24 pounder guns. 248The guns in the three tiers were usually 18, 24, and 32 pounders in 249that order from top to bottom. 250.Pp 251Various other ships came next. 252They were almost all 253.Dq razees , 254or ships of the line with one deck sawed off. 255They mounted 40-64 guns and were 256a poor cross between a frigate and a line of battle ship. 257They neither had the speed of the former nor the firepower of the latter. 258.Pp 259Next came the 260.Dq eyes of the fleet . 261Frigates came in many sizes mounting anywhere from 32 to 44 guns. 262They were very handy vessels. 263They could outsail anything bigger and outshoot anything smaller. 264Frigates didn't fight in lines of battle as the much bigger 74's did. 265Instead, they harassed the enemy's rear or captured crippled ships. 266They were much more useful in missions away from the fleet, 267such as cutting out expeditions or boat actions. 268They could hit hard and get away fast. 269.Pp 270Lastly, there were the corvettes, sloops, and brigs. 271These were smaller ships mounting typically fewer than 20 guns. 272A corvette was only slightly smaller than a frigate, 273so one might have up to 30 guns. 274Sloops were used for carrying dispatches or passengers. 275Brigs were something you built for land-locked lakes. 276.Ss SAIL PARTICULARS 277Ships in 278.Nm 279are represented by two characters. 280One character represents the bow of the ship, 281and the other represents the stern. 282Ships have nationalities and numbers. 283The first ship of a nationality is number 0, the second 284number 1, etc. 285Therefore, the first British ship in a game would be printed as 286.Sq b0 . 287The second Brit would be 288.Sq b1 , 289and the fifth Don would be 290.Sq s4 . 291.Pp 292Ships can set normal sails, called Battle Sails, or bend on extra canvas 293called Full Sails. 294A ship under full sail is a beautiful sight indeed, 295and it can move much faster than a ship under Battle Sails. 296The only trouble is, with full sails set, there is so much tension on sail and 297rigging that a well aimed round shot can burst a sail into ribbons where 298it would only cause a little hole in a loose sail. 299For this reason, rigging damage is doubled on a ship with full sails set. 300Don't let that discourage you from using full sails: 301I like to keep them up right into the heat of battle. 302A ship with full sails set has a capital letter for its nationality. 303E.g., a Frog, 304.Sq f0 , 305with full sails set would be printed as 306.Sq F0 . 307.Pp 308When a ship is battered into a listing hulk, the last man aboard 309.Dq strikes the colors . 310This ceremony is the ship's formal surrender. 311The nationality character of a surrendered ship is printed as 312.Sq \&! . 313E.g., the Frog of our last example would soon be 314.Sq !0 . 315.Pp 316A ship has a random chance of catching fire or sinking when it reaches the 317stage of listing hulk. 318A sinking ship has a tilde 319.Sq ~ 320printed for its nationality, and a ship on fire and about to explode has a 321.Sq # 322printed. 323.Pp 324Captured ships become the nationality of the prize crew. 325Therefore, if 326an American ship captures a British ship, the British ship will have an 327.Sq a 328printed for its nationality. 329In addition, the ship number is changed 330to 331.Sq & , 332.Sq ' , 333.Sq \&( , 334.Sq \&) , 335.Sq * , 336or 337.Sq + 338depending upon the original number, 339be it 0, 1, 2, 3, 4, or 5. 340E.g., the 341.Sq b0 342captured by an American becomes the 343.Sq a& . 344The 345.Sq s4 346captured by a Frog becomes the 347.Sq f* . 348.Pp 349The ultimate example is, of course, an exploding Brit captured by an 350American: 351.Sq #& . 352.Ss MOVEMENT 353Movement is the most confusing part of 354.Nm 355to many. 356Ships can head in 8 directions: 357.Bd -literal 358 0 0 0 359 b b b0 b b b 0b b 360 0 0 0 361.Ed 362.Pp 363The stern of a ship moves when it turns. 364The bow remains stationary. 365Ships can always turn, regardless of the wind (unless they are becalmed). 366All ships drift when they lose headway. 367If a ship doesn't move forward at all for two turns, it will begin to drift. 368If a ship has begun to drift, then it must move forward before it turns, if 369it plans to do more than make a right or left turn, which is always 370possible. 371.Pp 372Movement commands to 373.Nm 374are a string of forward moves and turns. 375An example is 376.Sq l3 . 377It will turn a ship left and then move it ahead 3 spaces. 378In the drawing above, the 379.Sq b0 380made 7 successive left turns. 381When 382.Nm 383prompts you for a move, it prints three characters of import. 384E.g., 385.Pp 386.Dl move (7, 4): 387.Pp 388The first number is the maximum number of moves you can make, 389including turns. 390The second number is the maximum number of turns you can make. 391Between the numbers is sometimes printed a quote 392.Sq ' . 393If the quote is present, it means that your ship has been drifting, and 394you must move ahead to regain headway before you turn (see note above). 395Some of the possible moves for the example above are as follows: 396.Bd -literal -offset indent 397move (7, 4): 7 398move (7, 4): 1 399move (7, 4): d /* drift, or do nothing */ 400move (7, 4): 6r 401move (7, 4): 5r1 402move (7, 4): 4r1r 403move (7, 4): l1r1r2 404move (7, 4): 1r1r1r1 405.Ed 406.Pp 407Because square riggers performed so poorly sailing into the wind, if at 408any point in a movement command you turn into the wind, the movement stops 409there. 410E.g., 411.Bd -literal -offset indent 412move (7, 4): l1l4 413Movement Error; 414Helm: l1l 415.Ed 416.Pp 417Moreover, whenever you make a turn, your movement allowance drops to 418the lesser of what's left or what you would have at the new attitude. 419In short, 420if you turn closer to the wind, you most likely won't be able to sail the 421full allowance printed in the "move" prompt. 422.Pp 423Old sailing captains had to keep an eye constantly on the wind. 424Captains in 425.Nm 426are no different. 427A ship's ability to move depends on its attitude to the wind. 428The best angle possible is to have the wind off your quarter, that is, 429just off the stern. 430The direction rose on the side of the screen gives the 431possible movements for your ship at all positions to the wind. 432Battle sail speeds are given first, 433and full sail speeds are given in parentheses. 434.Bd -literal 435 0 1(2) 436 \e|/ 437 -^-3(6) 438 /|\e 439 | 4(7) 440 3(6) 441.Ed 442.Pp 443Pretend the bow of your ship 444.Pq the Sq ^ 445is pointing upward and the wind is 446blowing from the bottom to the top of the page. 447The numbers at the bottom 448.Sq 3(6) 449will be your speed under battle or full sails in such a situation. 450If the wind is off your quarter, then you can move 451.Sq 4(7) . 452If the wind is off your beam, 453.Sq 3(6) . 454If the wind is off your bow, then you can only move 455.Sq 1(2) . 456If you are facing into the wind, you can't move at all; 457ships facing into the wind were said to be 458.Dq in irons . 459.Ss WINDSPEED AND DIRECTION 460The windspeed and direction is displayed as a little weather vane on the 461side of the screen. 462The number in the middle of the vane indicates the wind 463speed, and the + to - indicates the wind direction. 464The wind blows from 465the + sign (high pressure) to the - sign (low pressure). 466E.g., 467.Bd -literal -offset indent-two 468| 4693 470+ 471.Ed 472.Pp 473The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze, 4743 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane. 475If a hurricane shows up, all ships are destroyed. 476.Ss GRAPPLING AND FOULING 477If two ships collide, they run the risk of becoming tangled together. 478This is called 479.Dq fouling . 480Fouled ships are stuck together, and neither can move. 481They can unfoul each other if they want to. 482Boarding parties can only be 483sent across to ships when the antagonists are either fouled or grappled. 484.Pp 485Ships can grapple each other by throwing grapnels into the rigging of 486the other. 487.Pp 488The number of fouls and grapples you have are displayed on the upper 489right of the screen. 490.Ss BOARDING 491Boarding was a very costly venture in terms of human life. 492Boarding parties may be formed in 493.Nm 494to either board an enemy ship or to defend your own ship against attack. 495Men organized as Defensive Boarding Parties fight twice as hard to save 496their ship as men left unorganized. 497.Pp 498The boarding strength of a crew depends upon its quality and upon the 499number of men sent. 500.Ss CREW QUALITY 501The British seaman was world renowned for his sailing abilities. 502American sailors, however, were actually the best seamen in the world. 503Because the American Navy offered twice the wages of the Royal Navy, 504British seamen who liked the sea defected to America by the thousands. 505.Pp 506In 507.Nm , 508crew quality is quantized into 5 energy levels. 509.Em Elite 510crews can outshoot and outfight all other sailors. 511.Em Crack 512crews are next. 513.Em Mundane 514crews are average, and 515.Em Green 516and 517.Em Mutinous 518crews are below average. 519A good rule of thumb is that 520.Em Crack 521or 522.Em Elite 523crews get one extra hit per broadside compared to 524.Em Mundane 525crews. 526Don't expect too much from 527.Em Green 528crews. 529.Ss BROADSIDES 530Your two broadsides may be loaded with four kinds of shot: 531grape, chain, round, and double. 532You have guns and carronades in both the port and starboard batteries. 533Carronades only have a range of two, so you have to get in 534close to be able to fire them. 535You have the choice of firing at the hull 536or rigging of another ship. 537If the range of the ship is greater than 6, 538then you may only shoot at the rigging. 539.Pp 540The types of shot and their advantages are: 541.Bl -tag -width DOUBLEx 542.It ROUND 543Range of 10. 544Good for hull or rigging hits. 545.It DOUBLE 546Range of 1. 547Extra good for hull or rigging hits. 548Double takes two turns to load. 549.It CHAIN 550Range of 3. 551Excellent for tearing down rigging. 552Cannot damage hull or guns, though. 553.It GRAPE 554Range of 1. 555Sometimes devastating against enemy crews. 556.El 557.Pp 558On the side of the screen is displayed some vital information about your 559ship: 560.Bd -literal -offset indent 561Load D! R! 562Hull 9 563Crew 4 4 2 564Guns 4 4 565Carr 2 2 566Rigg 5 5 5 5 567.Ed 568.Pp 569"Load" shows what your port (left) and starboard (right) broadsides are 570loaded with. 571A 572.Sq \&! 573after the type of shot indicates that it is an initial broadside. 574Initial broadside were loaded with care before battle and before 575the decks ran red with blood. 576As a consequence, initial broadsides are a 577little more effective than broadsides loaded later. 578A 579.Sq * 580after the type of shot indicates that the gun 581crews are still loading it, and you cannot fire yet. 582"Hull" shows how much hull you have left. 583"Crew" shows your three sections of crew. 584As your crew dies off, your ability to fire decreases. 585"Guns" and "Carr" show your port and starboard guns. 586As you lose guns, your ability to fire decreases. 587"Rigg" shows how much rigging you have on your 3 or 4 masts. 588As rigging is shot away, you lose mobility. 589.Ss EFFECTIVENESS OF FIRE 590It is very dramatic when a ship fires its thunderous broadsides, but the 591mere opportunity to fire them does not guarantee any hits. 592Many factors influence the destructive force of a broadside. 593First of all, and the chief factor, is distance. 594It is harder to hit a ship at range ten than it is 595to hit one sloshing alongside. 596Next is raking. 597Raking fire, as mentioned before, 598can sometimes dismast a ship at range ten. 599Next, crew size and quality affects the damage done by a broadside. 600The number of guns firing also bears on the point, 601so to speak. 602Lastly, weather affects the accuracy of a broadside. 603If the seas are high (5 or 6), then the lower gunports of ships of the line 604can't even be opened to run out the guns. 605This gives frigates and other flush decked vessels an advantage in a storm. 606The scenario 607.Em Pellew vs. The Droits de L'Homme 608takes advantage of this peculiar circumstance. 609.Ss REPAIRS 610Repairs may be made to your Hull, Guns, and Rigging at the slow rate of 611two points per three turns. 612The message "Repairs Completed" will be 613printed if no more repairs can be made. 614.Ss PECULIARITIES OF COMPUTER SHIPS 615Computer ships in 616.Nm 617follow all the rules above with a few exceptions. 618Computer ships never repair damage. 619If they did, the players could never beat them. 620They play well enough as it is. 621As a consolation, the computer ships can fire double 622shot every turn. 623That fluke is a good reason to keep your distance. 624The driver figures out the moves of the computer ships. 625It computes them with a typical 626A.I. distance function and a depth-first search to find the maximum 627.Dq score . 628It seems to work fairly well, although 629it isn't perfect. 630.Sh HOW TO PLAY 631Commands are given to 632.Nm 633by typing a single character. 634You will then be prompted for further input. 635A brief summary of the commands follows. 636.Ss COMMAND SUMMARY 637.Bl -tag -width xxx 638.It f 639Fire broadsides if they bear 640.It l 641Reload 642.It L 643Unload broadsides (to change ammo) 644.It m 645Move 646.It i 647Print the closest ship 648.It I 649Print all ships 650.It F 651Find a particular ship or ships (e.g.\& 652.Sq a? 653for all Americans) 654.It s 655Send a message around the fleet 656.It b 657Attempt to board an enemy ship 658.It B 659Recall boarding parties 660.It c 661Change set of sail 662.It r 663Repair 664.It u 665Attempt to unfoul 666.It g 667Grapple/ungrapple 668.It v 669Print version number of game 670.It ^L 671Redraw screen 672.It Q 673Quit 674.It C 675Center your ship in the window 676.It U 677Move window up 678.It D,N 679Move window down 680.It H 681Move window left 682.It J 683Move window right 684.It S 685Toggle window to follow your ship or stay where it is 686.El 687.Sh SCENARIOS 688Here is a summary of the scenarios in 689.Nm : 690.Ss Ranger vs. Drake: 691Wind from the N, blowing a fresh breeze. 692.Bd -literal 693(a) Ranger 19 gun Sloop (crack crew) (7 pts) 694(b) Drake 17 gun Sloop (crack crew) (6 pts) 695.Ed 696.Ss The Battle of Flamborough Head: 697Wind from the S, blowing a fresh breeze. 698.Pp 699This is John Paul Jones' first famous battle. 700Aboard the Bonhomme Richard, 701he was able to overcome the Serapis's greater firepower 702by quickly boarding her. 703.Bd -literal 704(a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts) 705(b) Serapis 44 gun Frigate (crack crew) (12 pts) 706.Ed 707.Ss Arbuthnot and Des Touches: 708Wind from the N, blowing a gale. 709.Bd -literal 710(b) America 64 gun Ship of the Line (crack crew) (20 pts) 711(b) Befford 74 gun Ship of the Line (crack crew) (26 pts) 712(b) Adamant 50 gun Ship of the Line (crack crew) (17 pts) 713(b) London 98 gun 3 Decker SOL (crack crew) (28 pts) 714(b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts) 715(f) Neptune 74 gun Ship of the Line (average crew) (24 pts) 716(f) Duc de Bourgogne 80 gun 3 Decker SOL (average crew) (27 pts) 717(f) Conquerant 74 gun Ship of the Line (average crew) (24 pts) 718(f) Provence 64 gun Ship of the Line (average crew) (18 pts) 719(f) Romulus 44 gun Ship of the Line (average crew) (10 pts) 720.Ed 721.Ss Suffren and Hughes: 722Wind from the S, blowing a fresh breeze. 723.Bd -literal 724(b) Monmouth 74 gun Ship of the Line (average crew) (24 pts) 725(b) Hero 74 gun Ship of the Line (crack crew) (26 pts) 726(b) Isis 50 gun Ship of the Line (crack crew) (17 pts) 727(b) Superb 74 gun Ship of the Line (crack crew) (27 pts) 728(b) Burford 74 gun Ship of the Line (average crew) (24 pts) 729(f) Flamband 50 gun Ship of the Line (average crew) (14 pts) 730(f) Annibal 74 gun Ship of the Line (average crew) (24 pts) 731(f) Severe 64 gun Ship of the Line (average crew) (18 pts) 732(f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts) 733(f) Sphinx 80 gun Ship of the Line (average crew) (27 pts) 734.Ed 735.Ss Nymphe vs. Cleopatre: 736Wind from the S, blowing a fresh breeze. 737.Bd -literal 738(b) Nymphe 36 gun Frigate (crack crew) (11 pts) 739(f) Cleopatre 36 gun Frigate (average crew) (10 pts) 740.Ed 741.Ss Mars vs. Hercule: 742Wind from the S, blowing a fresh breeze. 743.Bd -literal 744(b) Mars 74 gun Ship of the Line (crack crew) (26 pts) 745(f) Hercule 74 gun Ship of the Line (average crew) (23 pts) 746.Ed 747.Ss Ambuscade vs. Baionnaise: 748Wind from the N, blowing a fresh breeze. 749.Bd -literal 750(b) Ambuscade 32 gun Frigate (average crew) (9 pts) 751(f) Baionnaise 24 gun Corvette (average crew) (9 pts) 752.Ed 753.Ss Constellation vs. Insurgent: 754Wind from the S, blowing a gale. 755.Bd -literal 756(a) Constellation 38 gun Corvette (elite crew) (17 pts) 757(f) Insurgent 36 gun Corvette (average crew) (11 pts) 758.Ed 759.Ss Constellation vs. Vengeance: 760Wind from the S, blowing a fresh breeze. 761.Bd -literal 762(a) Constellation 38 gun Corvette (elite crew) (17 pts) 763(f) Vengeance 40 gun Frigate (average crew) (15 pts) 764.Ed 765.Ss The Battle of Lissa: 766Wind from the S, blowing a fresh breeze. 767.Bd -literal 768(b) Amphion 32 gun Frigate (elite crew) (13 pts) 769(b) Active 38 gun Frigate (elite crew) (18 pts) 770(b) Volage 22 gun Frigate (elite crew) (11 pts) 771(b) Cerberus 32 gun Frigate (elite crew) (13 pts) 772(f) Favorite 40 gun Frigate (average crew) (15 pts) 773(f) Flore 40 gun Frigate (average crew) (15 pts) 774(f) Danae 40 gun Frigate (crack crew) (17 pts) 775(f) Bellona 32 gun Frigate (green crew) (9 pts) 776(f) Corona 40 gun Frigate (green crew) (12 pts) 777(f) Carolina 32 gun Frigate (green crew) (7 pts) 778.Ed 779.Ss Constitution vs. Guerriere: 780Wind from the SW, blowing a gale. 781.Bd -literal 782(a) Constitution 44 gun Corvette (elite crew) (24 pts) 783(b) Guerriere 38 gun Frigate (crack crew) (15 pts) 784.Ed 785.Ss United States vs. Macedonian: 786Wind from the S, blowing a fresh breeze. 787.Bd -literal 788(a) United States 44 gun Frigate (elite crew) (24 pts) 789(b) Macedonian 38 gun Frigate (crack crew) (16 pts) 790.Ed 791.Ss Constitution vs. Java: 792Wind from the S, blowing a fresh breeze. 793.Bd -literal 794(a) Constitution 44 gun Corvette (elite crew) (24 pts) 795(b) Java 38 gun Corvette (crack crew) (19 pts) 796.Ed 797.Ss Chesapeake vs. Shannon: 798Wind from the S, blowing a fresh breeze. 799.Bd -literal 800(a) Chesapeake 38 gun Frigate (average crew) (14 pts) 801(b) Shannon 38 gun Frigate (elite crew) (17 pts) 802.Ed 803.Ss The Battle of Lake Erie: 804Wind from the S, blowing a light breeze. 805.Bd -literal 806(a) Lawrence 20 gun Sloop (crack crew) (9 pts) 807(a) Niagara 20 gun Sloop (elite crew) (12 pts) 808(b) Lady Prevost 13 gun Brig (crack crew) (5 pts) 809(b) Detroit 19 gun Sloop (crack crew) (7 pts) 810(b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts) 811.Ed 812.Ss Wasp vs. Reindeer: 813Wind from the S, blowing a light breeze. 814.Bd -literal 815(a) Wasp 20 gun Sloop (elite crew) (12 pts) 816(b) Reindeer 18 gun Sloop (elite crew) (9 pts) 817.Ed 818.Ss Constitution vs. Cyane and Levant: 819Wind from the S, blowing a moderate breeze. 820.Bd -literal 821(a) Constitution 44 gun Corvette (elite crew) (24 pts) 822(b) Cyane 24 gun Sloop (crack crew) (11 pts) 823(b) Levant 20 gun Sloop (crack crew) (10 pts) 824.Ed 825.Ss Pellew vs. Droits de L'Homme: 826Wind from the N, blowing a gale. 827.Bd -literal 828(b) Indefatigable 44 gun Frigate (elite crew) (14 pts) 829(b) Amazon 36 gun Frigate (crack crew) (14 pts) 830(f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts) 831.Ed 832.Ss Algeciras: 833Wind from the SW, blowing a moderate breeze. 834.Bd -literal 835(b) Caesar 80 gun Ship of the Line (crack crew) (31 pts) 836(b) Pompee 74 gun Ship of the Line (crack crew) (27 pts) 837(b) Spencer 74 gun Ship of the Line (crack crew) (26 pts) 838(b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts) 839(s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts) 840(s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts) 841(s) Argonauta 80 gun Ship of the Line (green crew) (23 pts) 842(s) San Augustine 74 gun Ship of the Line (green crew) (20 pts) 843(f) Indomptable 80 gun Ship of the Line (average crew) (27 pts) 844(f) Desaix 74 gun Ship of the Line (average crew) (24 pts) 845.Ed 846.Ss Lake Champlain: 847Wind from the N, blowing a fresh breeze. 848.Bd -literal 849(a) Saratoga 26 gun Sloop (crack crew) (12 pts) 850(a) Eagle 20 gun Sloop (crack crew) (11 pts) 851(a) Ticonderoga 17 gun Sloop (crack crew) (9 pts) 852(a) Preble 7 gun Brig (crack crew) (4 pts) 853(b) Confiance 37 gun Frigate (crack crew) (14 pts) 854(b) Linnet 16 gun Sloop (elite crew) (10 pts) 855(b) Chubb 11 gun Brig (crack crew) (5 pts) 856.Ed 857.Ss Last Voyage of the USS President: 858Wind from the N, blowing a fresh breeze. 859.Bd -literal 860(a) President 44 gun Frigate (elite crew) (24 pts) 861(b) Endymion 40 gun Frigate (crack crew) (17 pts) 862(b) Pomone 44 gun Frigate (crack crew) (20 pts) 863(b) Tenedos 38 gun Frigate (crack crew) (15 pts) 864.Ed 865.Ss Hornblower and the Natividad: 866Wind from the E, blowing a gale. 867.Pp 868A scenario for you Horny fans. 869Remember, he sank the Natividad against heavy odds and winds. 870Hint: don't try to board the Natividad; 871her crew is much bigger, albeit green. 872.Bd -literal 873(b) Lydia 36 gun Frigate (elite crew) (13 pts) 874(s) Natividad 50 gun Ship of the Line (green crew) (14 pts) 875.Ed 876.Ss Curse of the Flying Dutchman: 877Wind from the S, blowing a fresh breeze. 878.Pp 879Just for fun, take the Piece of cake. 880.Bd -literal 881(s) Piece of Cake 24 gun Corvette (average crew) (9 pts) 882(f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts) 883.Ed 884.Ss The South Pacific: 885Wind from the S, blowing a strong breeze. 886.Bd -literal 887(a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts) 888(b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts) 889(s) Australian 32 gun Frigate (average crew) (9 pts) 890(f) Bikini Atoll 7 gun Brig (crack crew) (4 pts) 891.Ed 892.Ss Hornblower and the battle of Rosas bay: 893Wind from the E, blowing a fresh breeze. 894.Pp 895The only battle Hornblower ever lost. 896He was able to dismast one ship and stern rake the others though. 897See if you can do as well. 898.Bd -literal 899(b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts) 900(f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts) 901(f) Nightmare 74 gun Ship of the Line (average crew) (24 pts) 902(f) Paris 112 gun 3 Decker SOL (green crew) (27 pts) 903(f) Napoleon 74 gun Ship of the Line (green crew) (20 pts) 904.Ed 905.Ss Cape Horn: 906Wind from the NE, blowing a strong breeze. 907.Bd -literal 908(a) Concord 80 gun Ship of the Line (average crew) (27 pts) 909(a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts) 910(b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts) 911(s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts) 912(f) Musket 80 gun 3 Decker SOL (average crew) (27 pts) 913.Ed 914.Ss New Orleans: 915Wind from the SE, blowing a fresh breeze. 916.Pp 917Watch that little Cypress go! 918.Bd -literal 919(a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts) 920(b) Firefly 74 gun Ship of the Line (crack crew) (27 pts) 921(b) Cypress 44 gun Frigate (elite crew) (14 pts) 922.Ed 923.Ss Botany Bay: 924Wind from the N, blowing a fresh breeze. 925.Bd -literal 926(b) Shark 64 gun Ship of the Line (average crew) (18 pts) 927(f) Coral Snake 44 gun Corvette (elite crew) (24 pts) 928(f) Sea Lion 44 gun Frigate (elite crew) (24 pts) 929.Ed 930.Ss Voyage to the Bottom of the Sea: 931Wind from the NW, blowing a fresh breeze. 932.Pp 933This one is dedicated to Richard Basehart and David Hedison. 934.Bd -literal 935(a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts) 936(a) Flying Sub 40 gun Frigate (crack crew) (17 pts) 937(b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts) 938(s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts) 939.Ed 940.Ss Frigate Action: 941Wind from the E, blowing a fresh breeze. 942.Bd -literal 943(a) Killdeer 40 gun Frigate (average crew) (15 pts) 944(b) Sandpiper 40 gun Frigate (average crew) (15 pts) 945(s) Curlew 38 gun Frigate (crack crew) (16 pts) 946.Ed 947.Ss The Battle of Midway: 948Wind from the E, blowing a moderate breeze. 949.Bd -literal 950(a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts) 951(a) Yorktown 80 gun Ship of the Line (average crew) (27 pts) 952(a) Hornet 74 gun Ship of the Line (average crew) (24 pts) 953(j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts) 954(j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts) 955(j) Soryu 80 gun Ship of the Line (green crew) (23 pts) 956.Ed 957.Ss Star Trek: 958Wind from the S, blowing a fresh breeze. 959.Bd -literal 960(a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts) 961(a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts) 962(a) Reliant 450 gun Ship of the Line (elite crew) (75 pts) 963(a) Galileo 450 gun Ship of the Line (elite crew) (75 pts) 964(k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts) 965(k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts) 966(o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts) 967(o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts) 968.Ed 969.Sh HISTORY 970Dave Riggle wrote the first version of 971.Nm 972on a PDP 11/70 in the fall of 1980. 973Needless to say, says Dave, the code was horrendous, 974not portable in any sense of the word, and didn't work. 975The program was not 976very modular and had 977.Fn fseek Ns s 978and 979.Fn fwrite Ns s 980every few lines. 981After a tremendous rewrite from the top down, 982he got the first working version up by 1981. 983There were several annoying bugs concerning firing broadsides and 984finding angles. 985.Nm 986uses no floating point, by the way, so the direction routines are rather 987tricky. 988Ed Wang rewrote the 989.Fn angle 990routine in 1981 to be less incorrect, and he added code to let a player 991select which ship he wanted at the start of the game. 992.Pp 993Captain Happy (Craig Leres) is responsible for making 994.Nm 995portable for the first time. 996This was no easy task, by the way. 997.Pp 998.Nm 999received its fourth and most thorough rewrite in the summer and fall 1000of 1983: 1001Ed Wang rewrote and modularized the code 1002.Pq a monumental feat 1003almost from scratch. 1004Although he introduced many new bugs, the final 1005result was very much cleaner and 1006.Pq \&? 1007faster. 1008He added window movement commands and find ship commands. 1009.Sh AUTHORS 1010.Nm 1011has been a group effort. 1012.Pp 1013.An Dave Riggle 1014.Pp 1015.An Ed Wang , 1016co-author 1017.Pp 1018.An Craig Leres , 1019refitting 1020.Ss CONSULTANTS 1021.An -nosplit 1022.An Chris Guthrie , 1023.An Captain Happy , 1024.An Horatio Nelson 1025and many valiant others... 1026.Sh REFERENCES 1027.Rs 1028.%B Wooden Ships & Iron Men 1029.%A "Avalon Hill" 1030.Re 1031.Pp 1032.Rs 1033.%B Master and Commander 1034.%O and 20 more volumes 1035.%A Patrick O'Brian 1036.Re 1037.Pp 1038.Rs 1039.%B Captain Horatio Hornblower Novels 1040.%O "(13 of them)" 1041.%A "C.S. Forester" 1042.Re 1043.Pp 1044.Rs 1045.%B Captain Richard Bolitho Novels 1046.%O "(12 of them)" 1047.%A "Alexander Kent" 1048.Re 1049.Pp 1050.Rs 1051.%B The Complete Works of Captain Frederick Marryat 1052.Re 1053Of these, especially 1054.Bl -item -offset indent -compact 1055.It 1056.%B Mr. Midshipman Easy 1057.It 1058.%B Peter Simple 1059.It 1060.%B Jacob Faithful 1061.It 1062.%B Japhet in Search of a Father 1063.It 1064.%B Snarleyyow, or The Dog Fiend 1065.It 1066.%B Frank Mildmay, or The Naval Officer 1067.El 1068.Sh BUGS 1069Probably a few. 1070