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SAIL(6)			   OpenBSD Reference 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
     originally developed by S. Craig Taylor.

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

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

     The flags are:

     -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
     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 results of his
     moves.

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

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

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

		  \
		   b----------------
	       ---0
		   \
		    \
		     \	   up to a range of ten (for round shot)
		      \
		       \
			\

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

				   b
				  00   ----  Stern rake!
				    a

     Most ships were equipped with carronades, which were very large, 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.  We get the modern words ``ocean liner'', or ``liner'',
     and ``battleship'' from ``ship of the line''.  The most common size was
     the 74-gun two-decked ship of the line.  The two gun decks usually
     mounted 18 and 24 pounder guns.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	   move (7, 4):

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

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

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

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

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

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

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

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

   WINDSPEED AND DIRECTION
     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
     parties may be formed in sail to either board an enemy ship or to defend
     your own ship against attack.  Men organized as Defensive Boarding
     Parties fight twice as hard to save their ship as men left unorganized.

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

   CREW QUALITY
     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
     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 damage
	      hull or guns, though.

     GRAPE    Range of 1.  Sometimes devastating against enemy crews.

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

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

     "Load" shows what your port (left) and starboard (right) broadsides are
     loaded with.  A `!' after the type of shot indicates that it is an
     initial broadside.	 Initial broadside were loaded with care before battle
     and before the decks ran red with blood.  As a consequence, initial
     broadsides are a little more effective than broadsides loaded later.  A
     `*' after the type of shot indicates that the gun crews are still loading
     it, and you cannot fire yet.  "Hull" shows how much hull you have left.
     "Crew" shows your three sections of crew.	As your crew dies off, your
     ability to fire decreases.	 "Guns" and "Carr" show your port and
     starboard guns.  As you lose guns, your ability to fire decreases.
     "Rigg" shows how much rigging you have on your 3 or 4 masts.  As rigging
     is shot away, you lose mobility.

   EFFECTIVENESS OF FIRE
     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 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 fwrites()s every few lines.  After a
     tremendous rewrite from the top down, he got the first working version up
     by 1981.  There were several annoying bugs concerning firing broadsides
     and finding angles.  sail uses no floating point, by the way, so the
     direction routines are rather tricky.  Ed Wang rewrote the angle()
     routine in 1981 to be less incorrect, and he added code to let a player
     select which ship he wanted at the start of the game.

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

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

AUTHORS
     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.

     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.

OpenBSD 4.9			 July 15, 2010			   OpenBSD 4.9
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