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30 .\" @(#)sail.6 8.3 (Berkeley) 6/1/94
37 .Nd multi-user wooden ships and iron men
45 is a computer version of Avalon Hill's game of fighting sail
46 originally developed by S. Craig Taylor.
50 take command of an old-fashioned Man of War and fight other
51 players or the computer.
52 They may re-enact one of the many
53 historical sea battles recorded in the game, or they can choose
56 As a sea captain in the
58 Navy, the player has complete control over the workings of his ship.
59 He must order every maneuver, change the set of his sails, and judge the
60 right moment to let loose the terrible destruction of his broadsides.
61 In addition to fighting the enemy, he must harness the powers of the wind
62 and sea to make them work for him.
63 The outcome of many battles during the
64 age of sail was decided by the ability of one captain to hold the
68 .Bl -tag -width flag -compact
76 Print the names and ships of the top ten sailors.
78 Play the first available ship instead of prompting for a choice.
82 is a multiplayer game.
85 to either connect to an existing game or start a new one.
88 is an extra fork of the
90 program created when a game is started.
91 The driver coordinates the game and runs the computer ships.
95 .\" must calculate moves for each ship it controls, the
96 .\" more ships the computer is playing, the slower the game will appear.
98 If a player joins a game in progress, a synchronization process occurs
99 .Pq a rather slow process for everyone ,
100 and then the game continues.
102 Note that while each scenario can be running independently with
103 different players, each scenario can also only be running once at any
106 To implement a multi-user game in Version 7 UNIX, which was the operating
109 was first written under, the communicating processes must use a common
110 temporary file as a place to read and write messages.
111 For e.g. scenario 21, this file is
112 .Pa /var/games/sail/#sailsink.21 .
113 Corresponding file names are used for the other scenarios.
115 In addition, a locking mechanism must be provided to ensure exclusive
116 access to the shared file.
118 uses a technique stolen from an old game called
121 Processes do a busy wait in the loop
122 .Bd -literal -offset indent
123 for (n = 0; link(sync_file, sync_lock) \*[Lt] 0 \*[Am]\*[Am] n \*[Lt] 30; n++)
127 until they are able to create a hard link named e.g.
128 .Pa /var/games/sail/#saillock.21 .
129 where 21 is again the scenario number.
130 Since creating a hard link is atomic, a process where this succeeds
131 will have exclusive access to the temporary file.
132 .Ss CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
133 When players do something of global interest, such as moving or firing,
134 the driver must coordinate the action with the other ships in the game.
135 For example, if a player wants to move in a certain direction, he writes a
136 message into the temporary file requesting the driver to move his ship.
139 the driver reads all the messages sent from the players and
140 decides what happened.
141 It then writes back into the temporary file new values of variables, etc.
143 The most noticeable effect this communication has on the game is the
145 Suppose a player types a move for his ship and hits return.
147 The player process saves up messages to
148 be written to the temporary file in a buffer.
149 Every 7 seconds or so, the player process gets exclusive access to
150 the temporary file and writes out its buffer to the file.
151 The driver, running asynchronously, must
152 read in the movement command, process it, and write out the results.
153 This takes two exclusive accesses to the temporary file.
154 Finally, when the player process gets around to doing another 7-second
155 update, the results of the move are displayed on the screen.
156 Hence, every movement requires four
157 exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
158 depending upon asynchrony) before the player sees the results of his moves.
160 In practice, the delays are not as annoying as they would appear.
164 After the player writes out
165 a first movement message, a second movement command can then be issued.
166 The first message will be in the temporary file waiting for the driver, and
167 the second will be in the file buffer waiting to be written to the file.
168 Thus, by always typing moves a turn ahead of the time, the player can
169 sail around quite quickly.
171 If the player types several movement commands between two 7-second updates,
172 only the last movement command typed will be seen by the driver.
173 Movement commands within the same update
175 each other, in a sense.
176 .Ss DEFECTS OF THIS SYSTEM IN THE MODERN WORLD
179 It should be thrown out and replaced with something socket-based.
181 Old square-riggers were very maneuverable ships capable of intricate
183 Their only disadvantage was an inability to sail very close to the wind.
184 The design of a wooden ship allowed for the guns to bear only to the
185 left and right sides.
187 aspect (usually 6 or 9 pounders) could point forward, but their
188 effect was small compared to a 68 gun broadside of 24- or 32-pounders.
189 The guns bear approximately like so:
190 .Bd -literal -offset indent
197 \\ up to a range of ten (for round shot)
203 Firing a broadside into a ship lengthwise, from bow to stern or stern
206 This did a great deal more damage, because the shot tended to bounce
208 Because the bows of a ship are very strong and present a smaller
209 target than the stern, a stern rake (firing from the stern to the bow) causes
210 more damage than a bow rake.
211 .Bd -literal -offset indent
218 Most ships were equipped with
220 which were very large, close range cannons.
221 American ships from the revolution until the War of 1812
222 were almost entirely armed with carronades.
224 The period of history covered in
226 is approximately from the 1770's until the end of Napoleonic France in 1815.
227 There are many excellent books about the age of sail.
228 .Pq See Sx REFERENCES .
230 Fighting ships came in several sizes classed by armament.
233 .Em ships of the line ,
235 .Em line of battle ships .
236 These were so named because in fleet actions they would sail in lines
237 so as to present all broadsides to the enemy at once.
238 .\" ... to sail close enough for mutual support.
244 .Dq ship of the line .
246 The pride of the fleet were the
248 These were huge three decked ships of the line mounting 80 to 136 guns.
249 The guns in the three tiers
250 were usually 18, 24, and 32 pounders in that order from top to bottom.
252 Lesser ships were known as
257 The most common size was the 74 gun two-decked ship of the line.
258 The two gun decks usually mounted 18 and 24 pounder guns.
261 were ships of the line with one deck sawed off.
262 These mounted 40-64 guns and were
263 a poor cross between a frigate and a line of battle ship.
264 They neither had the speed of the former nor the firepower of the latter.
266 The next class was the
269 .Dq eyes of the fleet ,
270 frigates came in many sizes mounting anywhere from 32 to 44 guns.
271 These were very handy vessels.
272 They could outsail anything bigger and outshoot anything smaller.
273 Frigates did not generally fight in lines of battle as the much bigger
275 Instead, they were sent on individual missions or in small groups to
276 harass the enemy's rear or capture crippled ships.
277 .\" cutting out expeditions or boat actions.
278 They were much more useful this way, in missions away from the fleet.
279 They could hit hard and get away fast.
281 Lastly, there were the corvettes, sloops, and brigs.
282 These were smaller ships mounting typically fewer than 20 guns.
283 A corvette was only slightly
284 smaller than a frigate, so one might have up to 30 guns.
285 Sloops were used for carrying despatches or passengers.
286 Brigs were small vessels typically built for land-locked lakes.
290 are represented on the screen by two characters.
291 One character represents the bow of
292 the ship, and the other represents the stern.
293 Ships have nationalities and numbers.
294 The first ship of a nationality is number 0, the second
296 Therefore, the first British ship in a game would be printed as
298 The second Brit would be
300 and the fifth Don would be
303 Ships can set normal sails, called
305 or bend on extra canvas called
307 A ship under full sail is a beautiful sight indeed,
308 and it can move much faster than a ship under battle sails.
309 The only trouble is, with full sails set, there is so much tension on sail and
310 rigging that a well aimed round shot can burst a sail into ribbons where
311 it would only cause a little hole in a loose sail.
312 For this reason, rigging damage is doubled on a ship with full sails set.
313 This does not mean that full sails should never be used; the author
314 recommends keeping them up right into the heat of battle.
315 When a ship has full sails set, the letter for its nationality is
319 with full sails set would be printed as
322 When a ship is battered into a listing hulk, the last man aboard
323 .Em strikes the colors .
324 This ceremony is the ship's formal surrender.
325 The nationality character of a surrendered ship is printed as
329 E.g., the Frog of our last example would soon be
332 A ship that reaches this point has a chance of catching fire or sinking.
335 printed for its nationality,
336 and a ship on fire and about to explode has a
340 Ships that have struck can be captured;
341 captured ships become the nationality of the prize crew.
343 an American ship captures a British ship, the British ship will
346 printed for its nationality.
347 In addition, the ship number is changed
348 to one of the characters
352 corresponding to its original number
358 captured by an American becomes the
362 captured by a Frog becomes the
365 The ultimate example is, of course, an exploding Brit captured by an
369 Movement is the most confusing part of
372 Ships can head in 8 directions:
373 .Bd -literal -offset indent
379 The stern of a ship moves when it turns.
380 The bow remains stationary.
381 Ships can always turn, regardless of the wind (unless they are becalmed).
382 All ships drift when they lose headway.
383 If a ship doesn't move forward at all for two turns, it will begin to drift.
384 If a ship has begun to
385 drift, then it must move forward before it turns, if it plans to do
386 more than make a right or left turn, which is always possible.
390 are a string of forward moves and turns.
393 It will turn a ship left and then move it ahead 3 spaces.
394 In the drawing above, the
396 made 7 successive left turns.
399 prompts you for a move, it prints three characters of import.
402 The first number is the maximum number of moves you can make, including turns.
403 The second number is the maximum number of turns you can make.
404 Between the numbers is sometimes printed a quote
406 If the quote is present, it means that your ship has been drifting, and
407 you must move ahead to regain headway before you turn (see note above).
408 Some of the possible moves for the example above are as follows:
409 .Bd -literal -offset indent
412 move (7, 4): d /* drift, or do nothing */
420 Because square riggers performed so poorly sailing into the wind, if at
421 any point in a movement command you turn into the wind, the movement stops
424 .Bd -literal -offset indent
430 Moreover, upon making a turn, the movement allowance drops to the
431 lesser of what remains this turn and what would be available when
432 going in the new direction.
433 Thus, any turn closer to the wind will generally preclude sailing the
434 full distance printed in the
438 Old sailing captains had to keep an eye constantly on the wind.
442 A ship's ability to move depends on its attitude to the wind.
443 The best angle possible is to have the wind off your quarter, that is,
445 The direction rose on the side of the screen gives the
446 possible movements for your ship at all positions to the wind.
448 sail speeds are given first, and full sail speeds are given in parenthesis.
459 Pretend the bow of your ship
461 is pointing upward and the wind is
462 blowing from the bottom to the top of the page.
463 The numbers at the bottom
465 will be your speed under battle or full
466 sails in such a situation.
467 If the wind is off your quarter, then you can move
469 If the wind is off your beam,
471 If the wind is off your bow, then you can only move
473 Facing into the wind, you cannot move at all.
474 Ships facing into the wind are said to be
476 .Sh WINDSPEED AND DIRECTION
477 The windspeed and direction is displayed as a weather vane on the
479 The number in the middle of the vane indicates the wind
480 speed, and the + to - indicates the wind direction.
481 The wind blows from the + sign (high pressure) to the - sign (low pressure).
490 .Bl -tag -width 012 -compact -offset indent
508 If a hurricane shows up, all ships are destroyed.
509 .Sh GRAPPLING AND FOULING
510 If two ships collide, they run the risk of becoming tangled together.
513 Fouled ships are stuck together, and neither can move.
514 They can unfoul each other if they want to.
515 Boarding parties can only be
516 sent across to ships when the antagonists are either fouled or grappled.
518 Ships can grapple each other by throwing grapnels into the rigging of
521 The number of fouls and grapples you have are displayed on the upper
524 Boarding was a very costly venture in terms of human life.
525 Boarding parties may be formed in
527 to either board an enemy ship or to defend your own ship against attack.
528 Men organized as Defensive Boarding Parties fight twice as hard to save
529 their ship as men left unorganized.
531 The boarding strength of a crew depends upon its quality and upon the
534 The British seaman was world renowned for his sailing abilities.
535 American sailors, however, were actually the best seamen in the world.
537 American Navy offered twice the wages of the Royal Navy, British seamen
538 who liked the sea defected to America by the thousands.
542 crew quality is quantized into 5 energy levels.
544 crews can outshoot and outfight all other sailors.
548 crews are average, and
552 crews are below average.
553 A good rule of thumb is that
557 crews get one extra hit
558 per broadside compared to
561 Don't expect too much from
565 Your two broadsides may be loaded with four kinds of shot: grape, chain,
567 You have guns and carronades in both the port and starboard batteries.
568 Carronades only have a range of two, so you have to get in
569 close to be able to fire them.
570 You have the choice of firing at the hull or rigging of another ship.
571 If the range of the ship is greater than 6,
572 then you may only shoot at the rigging.
574 The types of shot and their advantages are:
575 .Bl -tag -width DOUBLEx
578 Good for hull or rigging hits.
581 Extra good for hull or rigging hits.
582 Double takes two turns to load.
585 Excellent for tearing down rigging.
586 Cannot damage hull or guns, though.
589 Sometimes devastating against enemy crews.
592 On the side of the screen is displayed some vital information about your
594 .Bd -literal -offset indent
614 after the type of shot indicates that it is an initial broadside.
615 Initial broadside were loaded with care before battle and before
616 the decks ran red with blood.
617 As a consequence, initial broadsides are a
618 little more effective than broadsides loaded later.
621 after the type of shot indicates that the gun
622 crews are still loading it, and you cannot fire yet.
624 shows how much hull you have left.
626 shows your three sections of crew.
627 As your crew dies off, your ability to fire decreases.
631 show your port and starboard guns.
632 As you lose guns, your ability to fire decreases.
634 shows how much rigging you have on your 3 or 4 masts.
635 As rigging is shot away, you lose mobility.
636 .Sh EFFECTIVENESS OF FIRE
637 It is very dramatic when a ship fires its thunderous broadsides, but the
638 mere opportunity to fire them does not guarantee any hits.
639 Many factors influence the destructive force of a broadside.
640 First of all, and the chief factor, is distance.
641 It is harder to hit a ship at range ten than it is
642 to hit one sloshing alongside.
644 Raking fire, as mentioned before, can sometimes dismast a ship at range ten.
645 Next, crew size and quality affects the damage done by a broadside.
646 The number of guns firing also bears on the point, so to speak.
647 Lastly, weather affects the accuracy of a broadside.
648 If the seas are high (5 or 6), then the lower gunports
649 of ships of the line can't even be opened to run out the guns.
650 This gives frigates and other flush decked vessels an advantage in a storm.
652 .Em Pellew vs. The Droits de L'Homme
653 takes advantage of this peculiar circumstance.
655 Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
656 two points per three turns.
657 The message "Repairs Completed" will be printed if no more repairs can be made.
658 .Sh PECULIARITIES OF COMPUTER SHIPS
661 follow all the rules above with a few exceptions.
662 Computer ships never repair damage.
663 If they did, the players could never beat them.
664 They play well enough as it is.
665 As a consolation, the computer ships can fire double shot every turn.
666 That fluke is a good reason to keep your distance.
667 The driver figures out the moves of the computer ships.
668 It computes them with a typical A.I. distance
669 function and a depth first search to find the maximum
671 It seems to work fairly well, although I'll be the first to admit it isn't
674 Commands are given to
676 by typing a single character.
677 You will then be prompted for further input.
678 A brief summary of the commands follows.
680 .Bl -tag -width xD,xNxx -compact
682 Fire broadsides if they bear
686 Unload broadsides (to change ammo)
690 Print the closest ship
694 Find a particular ship or ships (e.g. "a?" for all Americans)
696 Send a message around the fleet
698 Attempt to board an enemy ship
700 Recall boarding parties
710 Print version number of game
717 Center your ship in the window
727 Toggle window to follow your ship or stay where it is
730 Here is a summary of the scenarios in
732 .Ss Ranger vs. Drake :
733 Wind from the N, blowing a fresh breeze.
735 (a) Ranger 19 gun Sloop (crack crew) (7 pts)
736 (b) Drake 17 gun Sloop (crack crew) (6 pts)
738 .Ss The Battle of Flamborough Head :
739 Wind from the S, blowing a fresh breeze.
741 This is John Paul Jones' first famous battle.
743 .Em Bonhomme Richard ,
744 he was able to overcome the
747 by quickly boarding her.
749 (a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts)
750 (b) Serapis 44 gun Frigate (crack crew) (12 pts)
752 .Ss Arbuthnot and Des Touches :
753 Wind from the N, blowing a gale.
755 (b) America 64 gun Ship of the Line (crack crew) (20 pts)
756 (b) Befford 74 gun Ship of the Line (crack crew) (26 pts)
757 (b) Adamant 50 gun Ship of the Line (crack crew) (17 pts)
758 (b) London 98 gun 3 Decker SOL (crack crew) (28 pts)
759 (b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts)
760 (f) Neptune 74 gun Ship of the Line (average crew) (24 pts)
761 (f) Duc de Bourgogne 80 gun 3 Decker SOL (average crew) (27 pts)
762 (f) Conquerant 74 gun Ship of the Line (average crew) (24 pts)
763 (f) Provence 64 gun Ship of the Line (average crew) (18 pts)
764 (f) Romulus 44 gun Ship of the Line (average crew) (10 pts)
766 .Ss Suffren and Hughes :
767 Wind from the S, blowing a fresh breeze.
769 (b) Monmouth 74 gun Ship of the Line (average crew) (24 pts)
770 (b) Hero 74 gun Ship of the Line (crack crew) (26 pts)
771 (b) Isis 50 gun Ship of the Line (crack crew) (17 pts)
772 (b) Superb 74 gun Ship of the Line (crack crew) (27 pts)
773 (b) Burford 74 gun Ship of the Line (average crew) (24 pts)
774 (f) Flamband 50 gun Ship of the Line (average crew) (14 pts)
775 (f) Annibal 74 gun Ship of the Line (average crew) (24 pts)
776 (f) Severe 64 gun Ship of the Line (average crew) (18 pts)
777 (f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts)
778 (f) Sphinx 80 gun Ship of the Line (average crew) (27 pts)
780 .Ss Nymphe vs. Cleopatre :
781 Wind from the S, blowing a fresh breeze.
783 (b) Nymphe 36 gun Frigate (crack crew) (11 pts)
784 (f) Cleopatre 36 gun Frigate (average crew) (10 pts)
786 .Ss Mars vs. Hercule :
787 Wind from the S, blowing a fresh breeze.
789 (b) Mars 74 gun Ship of the Line (crack crew) (26 pts)
790 (f) Hercule 74 gun Ship of the Line (average crew) (23 pts)
792 .Ss Ambuscade vs. Baionnaise :
793 Wind from the N, blowing a fresh breeze.
795 (b) Ambuscade 32 gun Frigate (average crew) (9 pts)
796 (f) Baionnaise 24 gun Corvette (average crew) (9 pts)
798 .Ss Constellation vs. Insurgent :
799 Wind from the S, blowing a gale.
801 (a) Constellation 38 gun Corvette (elite crew) (17 pts)
802 (f) Insurgent 36 gun Corvette (average crew) (11 pts)
804 .Ss Constellation vs. Vengeance :
805 Wind from the S, blowing a fresh breeze.
807 (a) Constellation 38 gun Corvette (elite crew) (17 pts)
808 (f) Vengeance 40 gun Frigate (average crew) (15 pts)
810 .Ss The Battle of Lissa :
811 Wind from the S, blowing a fresh breeze.
813 (b) Amphion 32 gun Frigate (elite crew) (13 pts)
814 (b) Active 38 gun Frigate (elite crew) (18 pts)
815 (b) Volage 22 gun Frigate (elite crew) (11 pts)
816 (b) Cerberus 32 gun Frigate (elite crew) (13 pts)
817 (f) Favorite 40 gun Frigate (average crew) (15 pts)
818 (f) Flore 40 gun Frigate (average crew) (15 pts)
819 (f) Danae 40 gun Frigate (crack crew) (17 pts)
820 (f) Bellona 32 gun Frigate (green crew) (9 pts)
821 (f) Corona 40 gun Frigate (green crew) (12 pts)
822 (f) Carolina 32 gun Frigate (green crew) (7 pts)
824 .Ss Constitution vs. Guerriere :
825 Wind from the SW, blowing a gale.
827 (a) Constitution 44 gun Corvette (elite crew) (24 pts)
828 (b) Guerriere 38 gun Frigate (crack crew) (15 pts)
830 .Ss United States vs. Macedonian :
831 Wind from the S, blowing a fresh breeze.
833 (a) United States 44 gun Frigate (elite crew) (24 pts)
834 (b) Macedonian 38 gun Frigate (crack crew) (16 pts)
836 .Ss Constitution vs. Java :
837 Wind from the S, blowing a fresh breeze.
839 (a) Constitution 44 gun Corvette (elite crew) (24 pts)
840 (b) Java 38 gun Corvette (crack crew) (19 pts)
842 .Ss Chesapeake vs. Shannon :
843 Wind from the S, blowing a fresh breeze.
845 (a) Chesapeake 38 gun Frigate (average crew) (14 pts)
846 (b) Shannon 38 gun Frigate (elite crew) (17 pts)
848 .Ss The Battle of Lake Erie :
849 Wind from the S, blowing a light breeze.
851 (a) Lawrence 20 gun Sloop (crack crew) (9 pts)
852 (a) Niagara 20 gun Sloop (elite crew) (12 pts)
853 (b) Lady Prevost 13 gun Brig (crack crew) (5 pts)
854 (b) Detroit 19 gun Sloop (crack crew) (7 pts)
855 (b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts)
857 .Ss Wasp vs. Reindeer :
858 Wind from the S, blowing a light breeze.
860 (a) Wasp 20 gun Sloop (elite crew) (12 pts)
861 (b) Reindeer 18 gun Sloop (elite crew) (9 pts)
863 .Ss Constitution vs. Cyane and Levant :
864 Wind from the S, blowing a moderate breeze.
866 (a) Constitution 44 gun Corvette (elite crew) (24 pts)
867 (b) Cyane 24 gun Sloop (crack crew) (11 pts)
868 (b) Levant 20 gun Sloop (crack crew) (10 pts)
870 .Ss Pellew vs. Droits de L'Homme :
871 Wind from the N, blowing a gale.
873 (b) Indefatigable 44 gun Frigate (elite crew) (14 pts)
874 (b) Amazon 36 gun Frigate (crack crew) (14 pts)
875 (f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts)
878 Wind from the SW, blowing a moderate breeze.
880 (b) Caesar 80 gun Ship of the Line (crack crew) (31 pts)
881 (b) Pompee 74 gun Ship of the Line (crack crew) (27 pts)
882 (b) Spencer 74 gun Ship of the Line (crack crew) (26 pts)
883 (b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts)
884 (s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts)
885 (s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts)
886 (s) Argonauta 80 gun Ship of the Line (green crew) (23 pts)
887 (s) San Augustine 74 gun Ship of the Line (green crew) (20 pts)
888 (f) Indomptable 80 gun Ship of the Line (average crew) (27 pts)
889 (f) Desaix 74 gun Ship of the Line (average crew) (24 pts)
892 Wind from the N, blowing a fresh breeze.
894 (a) Saratoga 26 gun Sloop (crack crew) (12 pts)
895 (a) Eagle 20 gun Sloop (crack crew) (11 pts)
896 (a) Ticonderoga 17 gun Sloop (crack crew) (9 pts)
897 (a) Preble 7 gun Brig (crack crew) (4 pts)
898 (b) Confiance 37 gun Frigate (crack crew) (14 pts)
899 (b) Linnet 16 gun Sloop (elite crew) (10 pts)
900 (b) Chubb 11 gun Brig (crack crew) (5 pts)
902 .Ss Last Voyage of the USS President :
903 Wind from the N, blowing a fresh breeze.
905 (a) President 44 gun Frigate (elite crew) (24 pts)
906 (b) Endymion 40 gun Frigate (crack crew) (17 pts)
907 (b) Pomone 44 gun Frigate (crack crew) (20 pts)
908 (b) Tenedos 38 gun Frigate (crack crew) (15 pts)
910 .Ss Hornblower and the Natividad :
911 Wind from the E, blowing a gale.
913 A scenario for you Horny fans.
914 Remember, he sank the Natividad against heavy odds and winds.
915 Hint: don't try to board the Natividad;
916 her crew is much bigger, albeit green.
918 (b) Lydia 36 gun Frigate (elite crew) (13 pts)
919 (s) Natividad 50 gun Ship of the Line (green crew) (14 pts)
921 .Ss Curse of the Flying Dutchman :
922 Wind from the S, blowing a fresh breeze.
924 Just for fun, take the Piece of cake.
926 (s) Piece of Cake 24 gun Corvette (average crew) (9 pts)
927 (f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts)
929 .Ss The South Pacific :
930 Wind from the S, blowing a strong breeze.
932 (a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts)
933 (b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts)
934 (s) Australian 32 gun Frigate (average crew) (9 pts)
935 (f) Bikini Atoll 7 gun Brig (crack crew) (4 pts)
937 .Ss Hornblower and the battle of Rosas bay :
938 Wind from the E, blowing a fresh breeze.
940 The only battle Hornblower ever lost.
941 He was able to dismast one ship and stern rake the others though.
942 See if you can do as well.
944 (b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts)
945 (f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts)
946 (f) Nightmare 74 gun Ship of the Line (average crew) (24 pts)
947 (f) Paris 112 gun 3 Decker SOL (green crew) (27 pts)
948 (f) Napoleon 74 gun Ship of the Line (green crew) (20 pts)
951 Wind from the NE, blowing a strong breeze.
953 (a) Concord 80 gun Ship of the Line (average crew) (27 pts)
954 (a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts)
955 (b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts)
956 (s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts)
957 (f) Musket 80 gun 3 Decker SOL (average crew) (27 pts)
960 Wind from the SE, blowing a fresh breeze.
962 Watch that little Cypress go!
964 (a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts)
965 (b) Firefly 74 gun Ship of the Line (crack crew) (27 pts)
966 (b) Cypress 44 gun Frigate (elite crew) (14 pts)
969 Wind from the N, blowing a fresh breeze.
971 (b) Shark 64 gun Ship of the Line (average crew) (18 pts)
972 (f) Coral Snake 44 gun Corvette (elite crew) (24 pts)
973 (f) Sea Lion 44 gun Frigate (elite crew) (24 pts)
975 .Ss Voyage to the Bottom of the Sea :
976 Wind from the NW, blowing a fresh breeze.
978 This one is dedicated to Richard Basehart and David Hedison.
980 (a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts)
981 (a) Flying Sub 40 gun Frigate (crack crew) (17 pts)
982 (b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts)
983 (s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts)
986 Wind from the E, blowing a fresh breeze.
988 (a) Killdeer 40 gun Frigate (average crew) (15 pts)
989 (b) Sandpiper 40 gun Frigate (average crew) (15 pts)
990 (s) Curlew 38 gun Frigate (crack crew) (16 pts)
992 .Ss The Battle of Midway :
993 Wind from the E, blowing a moderate breeze.
995 (a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts)
996 (a) Yorktown 80 gun Ship of the Line (average crew) (27 pts)
997 (a) Hornet 74 gun Ship of the Line (average crew) (24 pts)
998 (j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts)
999 (j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts)
1000 (j) Soryu 80 gun Ship of the Line (green crew) (23 pts)
1003 Wind from the S, blowing a fresh breeze.
1005 (a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts)
1006 (a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts)
1007 (a) Reliant 450 gun Ship of the Line (elite crew) (75 pts)
1008 (a) Galileo 450 gun Ship of the Line (elite crew) (75 pts)
1009 (k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts)
1010 (k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts)
1011 (o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts)
1012 (o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts)
1015 Dave Riggle wrote the first version of
1017 on a PDP\-11/70 in the fall of 1980.
1018 Needless to say, the code was horrendous,
1019 not portable in any sense of the word, and didn't work.
1021 very modular and had
1025 calls every few lines.
1026 After a tremendous rewrite from the top down,
1027 the first working version was up and running by 1981.
1028 There were several annoying bugs concerning firing broadsides and
1030 .\" No longer true...
1032 .\" uses no floating point, by the way, so the direction routines are rather
1037 routine in 1981 to be more correct.
1038 He also added code to let a player select
1039 which ship he wanted at the start of the game, instead of always
1040 taking the first one available.
1042 Captain Happy (Craig Leres) is responsible for making
1044 portable for the first time.
1045 This was no easy task.
1046 Constants like 2 and 10 were very frequent in the code.
1049 code was also notorious for the use of
1050 .Dq Riggle Memorial Structures .
1051 Many structure references were so long that they ran off the line
1053 Here is an example, if you promise not to laugh:
1054 .Bd -literal -offset indent
1055 specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
1059 received its fourth and most thorough rewrite in the summer and fall
1061 Ed Wang rewrote and modularized the code (a monumental feat)
1062 almost from scratch.
1063 Although he introduced many new bugs, the final result was very much
1064 cleaner and (?) faster.
1065 He added window movement commands and find ship commands.
1067 At some currently unknown time,
1073 has been a group effort.
1089 and many valiant others...
1092 .%B Wooden Ships \*[Am] Iron Men
1097 .%B Master and Commander
1098 .%O and 20 more volumes
1103 .%B Captain Horatio Hornblower Novels
1109 .%B Captain Richard Bolitho Novels
1111 .%A "Alexander Kent"
1115 .%B The Complete Works of Captain Frederick Marryat
1119 Of these, consider especially
1120 .Bl -item -offset indent -compact
1122 .%B Mr. Midshipman Easy
1128 .%B Japhet in Search of a Father
1130 .%B Snarleyyow, or The Dog Fiend
1132 .%B Frank Mildmay, or The Naval Officer
1135 .\" Probably a few, and please report them to "riggle@ernie.berkeley.edu" and
1136 .\" "edward@ucbarpa.berkeley.edu".