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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 $
36 .Nd multi-user wooden ships and iron men
44 is a computer version of Avalon Hill's game of fighting sail
45 originally developed by S. Craig Taylor.
49 take command of an old-fashioned Man of War and fight other
50 players or the computer.
51 They may re-enact one of the many historical sea battles recorded
52 in the game, or they can choose a fictional battle.
54 As a sea captain in the
56 Navy, the player has complete control over the workings of his ship.
57 He must order every maneuver, change the set of his sails, and judge the
58 right moment to let loose the terrible destruction of his broadsides.
59 In addition to fighting the enemy, he must harness the powers of the wind
60 and sea to make them work for him.
61 The outcome of many battles during the age of sail was decided by the
62 ability of one captain to hold the
74 Print the names and ships of the top ten sailors.
76 Play the first available ship instead of prompting for a choice.
80 is really two programs in one.
81 Each player starts up a process which runs his own ship.
85 .Pq by the first player
86 to run the computer ships and take care of global bookkeeping.
88 Because the driver must calculate moves for each ship it controls, the
89 more ships the computer is playing, the slower the game will appear.
91 If a player joins a game in progress, he will synchronize
92 with the other players
93 .Pq a rather slow process for everyone ,
94 and then he may play along with the rest.
96 To implement a multi-user game in
99 which was the operating system
101 was first written under, the communicating processes must use a common
102 temporary file as a place to read and write messages.
103 In addition, a locking mechanism must be provided to ensure exclusive
104 access to the shared file.
107 uses a temporary file named
108 .Pa /tmp/#sailsink.21
109 for scenario 21, and corresponding file names for the other scenarios.
110 To provide exclusive access to the temporary file,
112 uses a technique stolen from an old game called
115 Processes do a busy wait in the loop
116 .Bd -literal -offset indent
117 for (n = 0; link(sync_file, sync_lock) == -1 && n < 30; n++)
121 until they are able to create a link to a file named
122 .Pa /tmp/#saillock.?? .
125 correspond to the scenario number of the game.
128 guarantees that a link will point to only one file, the process
129 that succeeds in linking will have exclusive access to the temporary file.
130 .Ss CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
131 When players do something of global interest, such as moving or firing,
132 the driver must coordinate the action with the other ships in the game.
133 For example, if a player wants to move in a certain direction, he writes a
134 message into the temporary file requesting that the driver move his ship.
137 the driver reads all the messages sent from the players and
138 decides what happened.
139 It then writes back into the temporary file new values of variables, etc.
141 The most noticeable effect this communication has on the game is the
143 Suppose a player types a move for his ship and hits return.
145 The player process saves up messages to
146 be written to the temporary file in a buffer.
147 Every 7 seconds or so, the player process gets exclusive access
148 to the temporary file and writes out its buffer to the file.
149 The driver, running asynchronously, must
150 read in the movement command, process it, and write out the results.
151 This takes two exclusive accesses to the temporary file.
152 Finally, when the player process gets around to doing another 7-second update,
153 the results of the move are displayed on the screen.
154 Hence, every movement requires four
155 exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
156 depending upon asynchrony) before the player sees the results of his moves.
158 In practice, the delays are not as annoying as they would appear.
162 After the player writes out a first movement message,
163 a second movement command can then be issued.
164 The first message will be in the temporary file waiting for the driver, and
165 the second will be in the file buffer waiting to be written to the file.
166 Thus, by always typing moves a turn ahead of the time, the player can
167 sail around quite quickly.
169 If the player types several movement commands between two 7-second updates,
170 only the last movement command typed will be seen by the driver.
171 Movement commands within the same update
173 each other, in a sense.
175 Old square-riggers were very maneuverable ships capable of intricate
177 Their only disadvantage was an inability to sail very close to the wind.
178 The design of a wooden ship allowed only for the
179 guns to bear to the left and right sides.
180 A few guns of small aspect
181 .Pq usually 6 or 9 pounders
182 could point forward, but their
183 effect was small compared to a 68-gun broadside of 24 or 32 pounders.
184 The guns bear approximately like so:
185 .Bd -literal -offset indent
191 \e up to a range of ten (for round shot)
197 An interesting phenomenon occurred when a broadside was fired
198 down the length of an enemy ship.
199 The shot tended to bounce along the deck and did several times more damage.
200 This phenomenon was called a rake.
201 Because the bows of a ship are very strong and present a smaller
202 target than the stern, a stern rake
203 .Pq firing from the stern to the bow
204 causes more damage than a bow rake.
205 .Bd -literal -offset indent
211 Most ships were equipped with carronades, which were very large,
213 American ships from the revolution until the War of 1812
214 were almost entirely armed with carronades.
216 The period of history covered in
218 is approximately from the 1770s until the end of Napoleonic France in 1815.
219 There are many excellent books about the age of sail
220 .Pq see Sx REFERENCES .
222 Fighting ships came in several sizes classed by armament.
223 The mainstays of any fleet were its
224 .Dq Ships of the Line ,
226 .Dq Line of Battle Ships .
227 They were so named because these ships fought together in great lines.
228 They were close enough for mutual support, yet every ship could fire
235 .Dq ship of the line .
237 The pride of the fleet were the
239 These were huge three decked ships of the line mounting 80 to 136 guns.
241 Lesser ships were known as
246 The most common size was the 74 gun two-decked ship of the line.
247 The two gun decks usually mounted 18 and 24 pounder guns.
248 The guns in the three tiers were usually 18, 24, and 32 pounders in
249 that order from top to bottom.
251 Various other ships came next.
254 or ships of the line with one deck sawed off.
255 They mounted 40-64 guns and were
256 a poor cross between a frigate and a line of battle ship.
257 They neither had the speed of the former nor the firepower of the latter.
260 .Dq eyes of the fleet .
261 Frigates came in many sizes mounting anywhere from 32 to 44 guns.
262 They were very handy vessels.
263 They could outsail anything bigger and outshoot anything smaller.
264 Frigates didn't fight in lines of battle as the much bigger 74's did.
265 Instead, they harassed the enemy's rear or captured crippled ships.
266 They were much more useful in missions away from the fleet,
267 such as cutting out expeditions or boat actions.
268 They could hit hard and get away fast.
270 Lastly, there were the corvettes, sloops, and brigs.
271 These were smaller ships mounting typically fewer than 20 guns.
272 A corvette was only slightly smaller than a frigate,
273 so one might have up to 30 guns.
274 Sloops were used for carrying dispatches or passengers.
275 Brigs were something you built for land-locked lakes.
279 are represented by two characters.
280 One character represents the bow of the ship,
281 and the other represents the stern.
282 Ships have nationalities and numbers.
283 The first ship of a nationality is number 0, the second
285 Therefore, the first British ship in a game would be printed as
287 The second Brit would be
289 and the fifth Don would be
292 Ships can set normal sails, called Battle Sails, or bend on extra canvas
294 A ship under full sail is a beautiful sight indeed,
295 and it can move much faster than a ship under Battle Sails.
296 The only trouble is, with full sails set, there is so much tension on sail and
297 rigging that a well aimed round shot can burst a sail into ribbons where
298 it would only cause a little hole in a loose sail.
299 For this reason, rigging damage is doubled on a ship with full sails set.
300 Don't let that discourage you from using full sails:
301 I like to keep them up right into the heat of battle.
302 A ship with full sails set has a capital letter for its nationality.
305 with full sails set would be printed as
308 When a ship is battered into a listing hulk, the last man aboard
309 .Dq strikes the colors .
310 This ceremony is the ship's formal surrender.
311 The nationality character of a surrendered ship is printed as
313 E.g., the Frog of our last example would soon be
316 A ship has a random chance of catching fire or sinking when it reaches the
317 stage of listing hulk.
318 A sinking ship has a tilde
320 printed for its nationality, and a ship on fire and about to explode has a
324 Captured ships become the nationality of the prize crew.
326 an American ship captures a British ship, the British ship will have an
328 printed for its nationality.
329 In addition, the ship number is changed
338 depending upon the original number,
339 be it 0, 1, 2, 3, 4, or 5.
342 captured by an American becomes the
346 captured by a Frog becomes the
349 The ultimate example is, of course, an exploding Brit captured by an
353 Movement is the most confusing part of
356 Ships can head in 8 directions:
363 The stern of a ship moves when it turns.
364 The bow remains stationary.
365 Ships can always turn, regardless of the wind (unless they are becalmed).
366 All ships drift when they lose headway.
367 If a ship doesn't move forward at all for two turns, it will begin to drift.
368 If a ship has begun to drift, then it must move forward before it turns, if
369 it plans to do more than make a right or left turn, which is always
374 are a string of forward moves and turns.
377 It will turn a ship left and then move it ahead 3 spaces.
378 In the drawing above, the
380 made 7 successive left turns.
383 prompts you for a move, it prints three characters of import.
388 The first number is the maximum number of moves you can make,
390 The second number is the maximum number of turns you can make.
391 Between the numbers is sometimes printed a quote
393 If the quote is present, it means that your ship has been drifting, and
394 you must move ahead to regain headway before you turn (see note above).
395 Some of the possible moves for the example above are as follows:
396 .Bd -literal -offset indent
399 move (7, 4): d /* drift, or do nothing */
407 Because square riggers performed so poorly sailing into the wind, if at
408 any point in a movement command you turn into the wind, the movement stops
411 .Bd -literal -offset indent
417 Moreover, whenever you make a turn, your movement allowance drops to
418 the lesser of what's left or what you would have at the new attitude.
420 if you turn closer to the wind, you most likely won't be able to sail the
421 full allowance printed in the "move" prompt.
423 Old sailing captains had to keep an eye constantly on the wind.
427 A ship's ability to move depends on its attitude to the wind.
428 The best angle possible is to have the wind off your quarter, that is,
430 The direction rose on the side of the screen gives the
431 possible movements for your ship at all positions to the wind.
432 Battle sail speeds are given first,
433 and full sail speeds are given in parentheses.
443 Pretend the bow of your ship
445 is pointing upward and the wind is
446 blowing from the bottom to the top of the page.
447 The numbers at the bottom
449 will be your speed under battle or full sails in such a situation.
450 If the wind is off your quarter, then you can move
452 If the wind is off your beam,
454 If the wind is off your bow, then you can only move
456 If you are facing into the wind, you can't move at all;
457 ships facing into the wind were said to be
459 .Ss WINDSPEED AND DIRECTION
460 The windspeed and direction is displayed as a little weather vane on the
462 The number in the middle of the vane indicates the wind
463 speed, and the + to - indicates the wind direction.
465 the + sign (high pressure) to the - sign (low pressure).
467 .Bd -literal -offset indent-two
473 The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
474 3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
475 If a hurricane shows up, all ships are destroyed.
476 .Ss GRAPPLING AND FOULING
477 If two ships collide, they run the risk of becoming tangled together.
480 Fouled ships are stuck together, and neither can move.
481 They can unfoul each other if they want to.
482 Boarding parties can only be
483 sent across to ships when the antagonists are either fouled or grappled.
485 Ships can grapple each other by throwing grapnels into the rigging of
488 The number of fouls and grapples you have are displayed on the upper
491 Boarding was a very costly venture in terms of human life.
492 Boarding parties may be formed in
494 to either board an enemy ship or to defend your own ship against attack.
495 Men organized as Defensive Boarding Parties fight twice as hard to save
496 their ship as men left unorganized.
498 The boarding strength of a crew depends upon its quality and upon the
501 The British seaman was world renowned for his sailing abilities.
502 American sailors, however, were actually the best seamen in the world.
503 Because the American Navy offered twice the wages of the Royal Navy,
504 British seamen who liked the sea defected to America by the thousands.
508 crew quality is quantized into 5 energy levels.
510 crews can outshoot and outfight all other sailors.
514 crews are average, and
518 crews are below average.
519 A good rule of thumb is that
523 crews get one extra hit per broadside compared to
526 Don't expect too much from
530 Your two broadsides may be loaded with four kinds of shot:
531 grape, chain, round, and double.
532 You have guns and carronades in both the port and starboard batteries.
533 Carronades only have a range of two, so you have to get in
534 close to be able to fire them.
535 You have the choice of firing at the hull
536 or rigging of another ship.
537 If the range of the ship is greater than 6,
538 then you may only shoot at the rigging.
540 The types of shot and their advantages are:
541 .Bl -tag -width DOUBLEx
544 Good for hull or rigging hits.
547 Extra good for hull or rigging hits.
548 Double takes two turns to load.
551 Excellent for tearing down rigging.
552 Cannot damage hull or guns, though.
555 Sometimes devastating against enemy crews.
558 On the side of the screen is displayed some vital information about your
560 .Bd -literal -offset indent
569 "Load" shows what your port (left) and starboard (right) broadsides are
573 after the type of shot indicates that it is an initial broadside.
574 Initial broadside were loaded with care before battle and before
575 the decks ran red with blood.
576 As a consequence, initial broadsides are a
577 little more effective than broadsides loaded later.
580 after the type of shot indicates that the gun
581 crews 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.
584 As your crew dies off, your ability to fire decreases.
585 "Guns" and "Carr" show your port and starboard guns.
586 As you lose guns, your ability to fire decreases.
587 "Rigg" shows how much rigging you have on your 3 or 4 masts.
588 As rigging is shot away, you lose mobility.
589 .Ss EFFECTIVENESS OF FIRE
590 It is very dramatic when a ship fires its thunderous broadsides, but the
591 mere opportunity to fire them does not guarantee any hits.
592 Many factors influence the destructive force of a broadside.
593 First of all, and the chief factor, is distance.
594 It is harder to hit a ship at range ten than it is
595 to hit one sloshing alongside.
597 Raking fire, as mentioned before,
598 can sometimes dismast a ship at range ten.
599 Next, crew size and quality affects the damage done by a broadside.
600 The number of guns firing also bears on the point,
602 Lastly, weather affects the accuracy of a broadside.
603 If the seas are high (5 or 6), then the lower gunports of ships of the line
604 can't even be opened to run out the guns.
605 This gives frigates and other flush decked vessels an advantage in a storm.
607 .Em Pellew vs. The Droits de L'Homme
608 takes advantage of this peculiar circumstance.
610 Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
611 two points per three turns.
612 The message "Repairs Completed" will be
613 printed if no more repairs can be made.
614 .Ss PECULIARITIES OF COMPUTER SHIPS
617 follow all the rules above with a few exceptions.
618 Computer ships never repair damage.
619 If they did, the players could never beat them.
620 They play well enough as it is.
621 As a consolation, the computer ships can fire double
623 That fluke is a good reason to keep your distance.
624 The driver figures out the moves of the computer ships.
625 It computes them with a typical
626 A.I. distance function and a depth-first search to find the maximum
628 It seems to work fairly well, although
631 Commands are given to
633 by typing a single character.
634 You will then be prompted for further input.
635 A brief summary of the commands follows.
639 Fire broadsides if they bear
643 Unload broadsides (to change ammo)
647 Print the closest ship
651 Find a particular ship or ships (e.g.\&
655 Send a message around the fleet
657 Attempt to board an enemy ship
659 Recall boarding parties
669 Print version number of game
675 Center your ship in the window
685 Toggle window to follow your ship or stay where it is
688 Here is a summary of the scenarios in
690 .Ss Ranger vs. Drake:
691 Wind from the N, blowing a fresh breeze.
693 (a) Ranger 19 gun Sloop (crack crew) (7 pts)
694 (b) Drake 17 gun Sloop (crack crew) (6 pts)
696 .Ss The Battle of Flamborough Head:
697 Wind from the S, blowing a fresh breeze.
699 This is John Paul Jones' first famous battle.
700 Aboard the Bonhomme Richard,
701 he was able to overcome the Serapis's greater firepower
702 by quickly boarding her.
704 (a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts)
705 (b) Serapis 44 gun Frigate (crack crew) (12 pts)
707 .Ss Arbuthnot and Des Touches:
708 Wind from the N, blowing a gale.
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)
721 .Ss Suffren and Hughes:
722 Wind from the S, blowing a fresh breeze.
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)
735 .Ss Nymphe vs. Cleopatre:
736 Wind from the S, blowing a fresh breeze.
738 (b) Nymphe 36 gun Frigate (crack crew) (11 pts)
739 (f) Cleopatre 36 gun Frigate (average crew) (10 pts)
741 .Ss Mars vs. Hercule:
742 Wind from the S, blowing a fresh breeze.
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)
747 .Ss Ambuscade vs. Baionnaise:
748 Wind from the N, blowing a fresh breeze.
750 (b) Ambuscade 32 gun Frigate (average crew) (9 pts)
751 (f) Baionnaise 24 gun Corvette (average crew) (9 pts)
753 .Ss Constellation vs. Insurgent:
754 Wind from the S, blowing a gale.
756 (a) Constellation 38 gun Corvette (elite crew) (17 pts)
757 (f) Insurgent 36 gun Corvette (average crew) (11 pts)
759 .Ss Constellation vs. Vengeance:
760 Wind from the S, blowing a fresh breeze.
762 (a) Constellation 38 gun Corvette (elite crew) (17 pts)
763 (f) Vengeance 40 gun Frigate (average crew) (15 pts)
765 .Ss The Battle of Lissa:
766 Wind from the S, blowing a fresh breeze.
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)
779 .Ss Constitution vs. Guerriere:
780 Wind from the SW, blowing a gale.
782 (a) Constitution 44 gun Corvette (elite crew) (24 pts)
783 (b) Guerriere 38 gun Frigate (crack crew) (15 pts)
785 .Ss United States vs. Macedonian:
786 Wind from the S, blowing a fresh breeze.
788 (a) United States 44 gun Frigate (elite crew) (24 pts)
789 (b) Macedonian 38 gun Frigate (crack crew) (16 pts)
791 .Ss Constitution vs. Java:
792 Wind from the S, blowing a fresh breeze.
794 (a) Constitution 44 gun Corvette (elite crew) (24 pts)
795 (b) Java 38 gun Corvette (crack crew) (19 pts)
797 .Ss Chesapeake vs. Shannon:
798 Wind from the S, blowing a fresh breeze.
800 (a) Chesapeake 38 gun Frigate (average crew) (14 pts)
801 (b) Shannon 38 gun Frigate (elite crew) (17 pts)
803 .Ss The Battle of Lake Erie:
804 Wind from the S, blowing a light breeze.
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)
812 .Ss Wasp vs. Reindeer:
813 Wind from the S, blowing a light breeze.
815 (a) Wasp 20 gun Sloop (elite crew) (12 pts)
816 (b) Reindeer 18 gun Sloop (elite crew) (9 pts)
818 .Ss Constitution vs. Cyane and Levant:
819 Wind from the S, blowing a moderate breeze.
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)
825 .Ss Pellew vs. Droits de L'Homme:
826 Wind from the N, blowing a gale.
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)
833 Wind from the SW, blowing a moderate breeze.
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)
847 Wind from the N, blowing a fresh breeze.
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)
857 .Ss Last Voyage of the USS President:
858 Wind from the N, blowing a fresh breeze.
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)
865 .Ss Hornblower and the Natividad:
866 Wind from the E, blowing a gale.
868 A scenario for you Horny fans.
869 Remember, he sank the Natividad against heavy odds and winds.
870 Hint: don't try to board the Natividad;
871 her crew is much bigger, albeit green.
873 (b) Lydia 36 gun Frigate (elite crew) (13 pts)
874 (s) Natividad 50 gun Ship of the Line (green crew) (14 pts)
876 .Ss Curse of the Flying Dutchman:
877 Wind from the S, blowing a fresh breeze.
879 Just for fun, take the Piece of cake.
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)
884 .Ss The South Pacific:
885 Wind from the S, blowing a strong breeze.
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)
892 .Ss Hornblower and the battle of Rosas bay:
893 Wind from the E, blowing a fresh breeze.
895 The only battle Hornblower ever lost.
896 He was able to dismast one ship and stern rake the others though.
897 See if you can do as well.
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)
906 Wind from the NE, blowing a strong breeze.
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)
915 Wind from the SE, blowing a fresh breeze.
917 Watch that little Cypress go!
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)
924 Wind from the N, blowing a fresh breeze.
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)
930 .Ss Voyage to the Bottom of the Sea:
931 Wind from the NW, blowing a fresh breeze.
933 This one is dedicated to Richard Basehart and David Hedison.
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)
941 Wind from the E, blowing a fresh breeze.
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)
947 .Ss The Battle of Midway:
948 Wind from the E, blowing a moderate breeze.
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)
958 Wind from the S, blowing a fresh breeze.
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)
970 Dave Riggle wrote the first version of
972 on a PDP 11/70 in the fall of 1980.
973 Needless to say, says Dave, the code was horrendous,
974 not portable in any sense of the word, and didn't work.
981 After a tremendous rewrite from the top down,
982 he got the first working version up by 1981.
983 There were several annoying bugs concerning firing broadsides and
986 uses no floating point, by the way, so the direction routines are rather
990 routine in 1981 to be less incorrect, and he added code to let a player
991 select which ship he wanted at the start of the game.
993 Captain Happy (Craig Leres) is responsible for making
995 portable for the first time.
996 This was no easy task, by the way.
999 received its fourth and most thorough rewrite in the summer and fall
1001 Ed Wang rewrote and modularized the code
1002 .Pq a monumental feat
1003 almost from scratch.
1004 Although he introduced many new bugs, the final
1005 result was very much cleaner and
1008 He added window movement commands and find ship commands.
1011 has been a group effort.
1025 and many valiant others...
1028 .%B Wooden Ships & Iron Men
1033 .%B Master and Commander
1034 .%O and 20 more volumes
1039 .%B Captain Horatio Hornblower Novels
1045 .%B Captain Richard Bolitho Novels
1047 .%A "Alexander Kent"
1051 .%B The Complete Works of Captain Frederick Marryat
1053 Of these, especially
1054 .Bl -item -offset indent -compact
1056 .%B Mr. Midshipman Easy
1062 .%B Japhet in Search of a Father
1064 .%B Snarleyyow, or The Dog Fiend
1066 .%B Frank Mildmay, or The Naval Officer