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right into the heat of battle.  A shipwith full sails set has a capital letter for its nationality.  E.g.,a Frog, "f0", with full sails set would be printed as "F0"..PPWhen a ship is battered into a listing hulk, the last man aboard "strikesthe colors."  This ceremony is the ship's formal surrender.  The nationalitycharacterof a surrendered ship is printed as "!".  E.g., the Frog of our last examplewould soon be "!0"..PPA ship has a random chance of catching fire or sinking when it reaches thestage of listing hulk.  A sinking ship has a "~" printed for its nationality,and a ship on fire and about to explode has a "#" printed..PPCaptured ships become the nationality of the prize crew.  Therefore, ifan American ship captures a British ship, the British ship will have an"a" printed for its nationality.  In addition, the ship number is changedto "&","'", "(", ,")", "*", 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*"..PPThe ultimate example is, of course, an exploding Brit captured by anAmerican: "#&"..SH MOVEMENTMovement is the most confusing part of .I Sailto many.  Ships can head in 8 directions:.nf                                 0      0      0        b       b       b0      b       b       b       0b      b        0        0                                             0.fiThe 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 forwardat all for two turns, it will begin to drift.  If a ship has begun todrift, then it must move forward before it turns, if it plans to domore than make a right or left turn, which is always possible..PPMovement commands to .I Sailare a string of forward moves and turns.  An example is "l3".  It willturn a ship left and then move it ahead 3 spaces.  In the drawing above,the "b0" made 7 successive left turns.  When .I Sailprompts you for a move, it prints three characters of import.  E.g., .nf	move (7, 4): .fiThe first number is the maximum number of moves you can make,including turns.  The second number is the maximum number of turnsyou can make.  Between the numbers is sometimes printed a quote "'".If the quote is present, it means that your ship has been drifting, andyou must move ahead to regain headway before you turn (see note above).Some of the possible moves for the example above are as follows:.nf	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.fiBecause square riggers performed so poorly sailing into the wind, if atany point in a movement command you turn into the wind, the movement stopsthere.  E.g.,.nf	move (7, 4): l1l4	Movement Error;	Helm: l1l.fiMoreover, whenever you make a turn, your movement allowance drops tomin(what's left, 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 thefull allowance printed in the "move" prompt..PPOld sailing captains had to keep an eye constantly on the wind.  Captainsin .I Sailare no different.  A ship's ability to move depends on its attitude to thewind.  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 thepossible movements for your ship at all positions to the wind.  Battlesail speeds are given first, and full sail speeds are given in parenthesis..nf				 0 1(2)				\\|/				-^-3(6)				/|\\				 | 4(7)				3(6)  .fiPretend the bow of your ship (the "^") is pointing upward and the wind isblowing from the bottom to the top of the page.  Thenumbers at the bottom "3(6)" will be your speed under battle or fullsails in such a situation.  If the wind is off your quarter, then youcan move "4(7)".  If the wind is off your beam, "3(6)".  If the wind isoff your bow, then you can only move "1(2)".  Facing into the wind, youcan't move at all.  Ships facing into the wind were said to be "in irons"..SH WINDSPEED AND DIRECTIONThe windspeed and direction is displayed as a little weather vane on theside of the screen.  The number in the middle of the vane indicates the windspeed, and the + to - indicates the wind direction.  The wind blows fromthe + sign (high pressure) to the - sign (low pressure).  E.g.,.nf				|				3				+.fi.PPThe 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..SH GRAPPLING AND FOULINGIf two ships collide, they run the risk of becoming tangled together.  Thisis called "fouling."  Fouled ships are stuck together, and neither can move.They can unfoul each other if they want to.  Boarding parties can only besent across to ships when the antagonists are either fouled or grappled..PPShips can grapple each other by throwing grapnels into the rigging ofthe other..PPThe number of fouls and grapples you have are displayed on the upperright of the screen..SH BOARDINGBoarding was a very costly venture in terms of human life.  Boarding partiesmay be formed in .I Sailto either board an enemy ship or to defend your own ship against attack.Men organized as Defensive Boarding Parties fight twice as hard to savetheir ship as men left unorganized..PPThe boarding strength of a crew depends upon its quality and upon thenumber of men sent..SH CREW QUALITYThe British seaman was world renowned for his sailing abilities.  Americansailors, however, were actually the best seamen in the world.  Because theAmerican Navy offered twice the wages of the Royal Navy, British seamen who liked the sea defected to America by the thousands..PPIn .I Sail,crew quality is quantized into 5 energy levels.  "Elite" crews can outshootand outfight all other sailors.  "Crack" crews are next.  "Mundane" crewsare average, and "Green" and "Mutinous" crews are below average.  A goodrule of thumb is that "Crack" or "Elite" crews get one extra hitper broadside compared to "Mundane" crews.  Don't expect too much from"Green" crews..SH BROADSIDESYour 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 starboardbatteries.  Carronades only have a range of two, so you have to get inclose to be able to fire them.  You have the choice of firing at the hullor rigging of another ship.  If the range of the ship is greater than 6,then you may only shoot at the rigging..PPThe types of shot and their advantages are:.SH ROUNDRange of 10.  Good for hull or rigging hits..SH DOUBLERange of 1.  Extra good for hull or rigging hits.Double takes two turns to load..SH CHAINRange of 3.  Excellent for tearing down rigging.Cannot damage hull or guns, though..SH GRAPERange of 1.  Sometimes devastating against enemy crews..PPOn the side of the screen is displayed some vital information about yourship:.nf			Load  D! R!			Hull  9  			Crew  4  4  2			Guns  4  4  			Carr  2  2 			Rigg  5 5 5 5.fi"Load" shows what your port (left) and starboard (right) broadsides areloaded with.  A "!" after the type of shot indicates that it is an initialbroadside.  Initial broadside were loaded with care before battle and beforethe decks ran red with blood.  As a consequence, initial broadsides are alittle more effective than broadsides loaded later.  A "*" after the type ofshot indicates that the guncrews are still loading it, and you cannot fire yet.  "Hull" shows how muchhull you have left.  "Crew" shows your three sections of crew.  As yourcrew dies off, your ability to fire decreases.  "Guns" and "Carr" showyour port and starboard guns.  As you lose guns, your ability to firedecreases.  "Rigg" shows how much rigging you have on your 3 or 4 masts.As rigging is shot away, you lose mobility..SH EFFECTIVENESS OF FIREIt is very dramatic when a ship fires its thunderous broadsides, but themere opportunity to fire them does not guarantee any hits.  Many factorsinfluence the destructive force of a broadside.  First of all, and the chieffactor, is distance.  It is harder to hit a ship at range ten than it isto hit one sloshing alongside.  Next is raking.  Raking fire, asmentioned before, can sometimes dismast a ship at range ten.  Next, crew size and quality affectsthe damage done by a broadside.   The number of guns firing also bears on thepoint,so to speak.  Lastly, weather affects the accuracy of a broadside.  If theseas are high (5 or 6), then the lower gunports of ships of the line can'teven be opened to run out the guns.  This gives frigates and other flushdecked vessels an advantage in a storm.  The scenario .I Pellew vs. The Droits de L'Hommetakes advantage of this peculiar circumstance..SH REPAIRSRepairs may be made to your Hull, Guns, and Rigging at the slow rate oftwo points per three turns.  The message "Repairs Completed" will beprinted if no more repairs can be made..SH PECULIARITIES OF COMPUTER SHIPSComputer ships in .I Sailfollow all the rules above with a few exceptions.  Computer ships neverrepair damage.  If they did, the players could never beat them.  Theyplay well enough as it is.  As a consolation, the computer ships can fire doubleshot every turn.  That fluke is a good reason to keep your distance.  The.IDriverfigures out the moves of the computer ships.   It computes them with a typicalA.I. distance function and a depth first search to find the maximum "score."It seems to work fairly well, although I'll be the first to admit it isn'tperfect..SH HOW TO PLAYCommands are given to .I Sailby typing a single character.  You will then be prompted for furtherinput.  A brief summary of the commands follows..br.SH COMMAND SUMMARY.nf    '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.fi.bg.SH SCENARIOSHere is a summary of the scenarios in .I Sail:.br.SH Ranger vs. Drake:.nfWind 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).SH The Battle of Flamborough Head:.nfWind from the S, blowing a fresh breeze..fiThis is John Paul Jones' first famous battle.  Aboard the BonhommeRichard, he was able to overcome the Serapis's greater firepowerby quickly boarding her..nf(a) Bonhomme Rich     42 gun Corvette (crack crew) (11 pts)(b) Serapis           44 gun Frigate (crack crew) (12 pts).SH Arbuthnot and Des Touches:.nfWind from the N, blowing a gale.

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