Hi Captain,
Will do a final version of Black Monks when I finish the final update of Assassins (so might be a while!). Typos Ooops! Thanks for pointing them out and they're an easy fix. The You / Thou thing was really as I only thought of doing it "old English" style" after I'd already written a few briefings, so wasn't always consitent.
On the shipyard. No station except the main one can sell ships, but OXP stations can sell equipment and have an F3 screen. As it comes up on the screen as Shipyard I still called it one. The Monks only sell stuff for your ship as opposed to ships themselves though. The price variable is set to 3.13 (in the Stations shipdata, so it only affects this station not the game generally), so you should be able to buy equipment at a Black Monk Station (but an escape pod, for example costs over 3,000C).
Hmm. The tech level is odd. I'd changed some techlevels of various systems for Assassins and entering a 14 (for example) made the planet come up on F7 as 14. Guess its different in script. This is what comes of playtesting near Lave. I was testing at 11+ high tech planets! Guess I need to change it to greaterthan 9.
Lack of Defence Ships. Now this is really strange! I have used custom defense ships lots of times and they've always worked fine. Special Branch Headquaters, happliy launches Special Branch Fighters to laser you up for example. I did a like_ship gunship with the role monkdef and interceptorAI and assigned it as the Monk Station's Defence Ship with max_defships of 30. This (with the AI) worked and hoards of gun ships came spewing out of the dock and turned red on the scanner. BUT they refused to fire
! At first I though maybe it was something to do with the Gunship, so as a test I gave the station the Special Branch Asp from Assassins (which I know works fine when launched by Special Branch base). Same result, lauched and turned red, but not fireing.
I cannot think why this should happen. What was particularly strange was that if I set no defence ship in shipdata, Oolite defaulted to the standard Defence ship and it launched police ships (vipers, gunboats, Condors etc) and these did fire!
I didn't really want the monks to have a squad of police ships defend them and I also didn't want to have it launch gunships that didn't attack, so I set the defence ships to zero. In plot I guess the Gunships are off killing Defaulters and the station relies on its Turretts, Field of Minesweepers and it shields (3 times that of a Torus) for Defence. Very strange that it should happen only with this station, but the normal method for custom defence craft just didn't work.
That said if Griff Bolts on some more guns on the sides and top, the Monks will be better armed!
Having the Galaxy number <8 (an always met condition) for one segment was a hang-over from Assassins. It shouldn't cause a slowdown as the next condition requires you to be docked at the Monk Base (so Oolite should skip the next load of commands when this condition is not met). It probabley is unnessary, there was some reason why I put this in! I started writing the Assassins Script about 8 months ago and found, if I wanted to use the { ing off of bits of script, I had to put some condition here.
On the timing. Oolite does have a clock (which the Native code uses - eg for passenger deliveries), but it doesn't seem to work with OXPs. The Wiki says not to use it (as its broken) and I know JS coudn't get it to work when writing LoveCats. So I went with the jumpcounter. The idea of a jump being a week, is really from the FFE idea of a maxium Jump being instant from your point of view, but a week passes for the rest of the universe. Also, to playtest I wanted to make the loan conditions such that you could take the loan as a young Jameson and if you were sensible (fitting reasonable equipment but not splurging) you could repay the loan (just) and have a few hundred credits in the bank at the end, by canny trading. If you went nuts and bought Military Lasers etc, the Jump Count would mean you would never make it by trading, forcing you into a trader / pirate role. Make the trade run with a half full hold. Lurk outside the station and wait for traders. Laser them, take cargo (hope like hell for some Gold or gems!), jump out.
Also the jumpcount makes it easier to ensure the Loan does not unbalance the game. I'd figured on the max profit in a Cobra III with large Cargo Bay (trading) was about 1000 C a run. But 650 of this is added to the loan in interest. This alllowed me to ensure that a young Jameson couldn't skip the early stages of Oolite by just taking out a loan. Sure he could fill his cargo bay and have a few basic weapons and defences, but until the loan is paid off, he's really working for the Monks!