Available now: the first major new edition of the Technical Guide for over a year! Seven major new areas have been added covering more technology/engineering information and introducing geology and cosmology and social sciences
The new Sections cover:
1: History of the Evoverse and Jump Drive Technology - there are a couple of inconsistencies in the official history timeline. After much research in Grammatically Organised Online General Language Expert AI system and some genuine old real libraries (with real paper books!) the timeline inconsistencies have been ironed out
2: Why the Evoverse is as it is - ever wondered why the Evoverse is full of virtually life free planets with shallow seas and low hills? Ever wondered why we have to live in cities and can only roam the surface of our planets in terrain walkers? The Earth might not be unique but Earth-like planets are very very rare! Here's the story of why!
3: Practicalities of Colonisation including large scale mining - Most of us living in the Evoverse today take for granted a comfortable life and well established underground cities. Here's the story of how a new colony is started and the sacrifices made by the first generations of settlers. We owe them everything we take for granted. There are also details about how we manage to mine ores without mining!! Important because virtually every colony starts as a mining colony
4: Cargo ships and mass cargo transit; All the gen from the giant Capital Transport Ships (same cargo capacity as 59000 merc ships) through the mid size (and not often seen) '6-Pack' Cargo Haulers (same cargo capacity as 240 merc ships) down to the space cargo tugs that load and unload the bigger ships, the veetol's that transport cargo between space and the planet surface and the giant flat bed tracked ground haulers that handle cargo containers the size of a large accommodation unit
5: Development and Roles of Capital ships including primary weapons facts and stats - most of us never see the inside of a battleship or cruiser, but we've hear the stories - railguns over a kilometre long, city buster missiles and the rest. Just what firepower do they carry. And what do the battleships, cruisers and destroyers actually do? And why do they all look the same? Ever wonder why some navy vessels bounce you and others are green?
6: Species in the Evoverse – There are three intelligent species in the Evoverse plus evidence for a fourth that dwelt here millions of years ago! We're humans and we know about the Vonari. Find out more about the three aliens species!
7: Long Term Future of the Evoverse; Terraforming. We won't see it, our children's children's children probably won't see it, but our planets are slowly being tamed so one day citizens will be able to walk under the blue sky without protective suits. Read here how it's being done.
The Guide can be obtained from SeeJay's Site and then click on the 'Guides' link
The following is a direct download link: MercenaryTechnicalGuide - April 2015
It now has 56 extra pages & totals 79K words plus hundreds of pictures!
The new sections have been added to the previous content - the new layout is outlined below:
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If you've ever wondered about how your weapons actually work or what the difference is between wormhole jumping and gate jumping or a plasma cannon and a railgun, then the Authorised Evochron Mercenaries' Technical Guide (Expansion Edition) is for you.
It's a dip in resource explaining the technology behind virtually every piece of equipment you can purchase or use.
Science a bit rusty? Skip the theory sections until you really need to know. Wondered why your mining beam can smash asteroids but gently pick up a rescue pod? Jump to the specific section about mining beams and find out. (This edition has pdf bookmarks as well as a comprehensive Contents so that you can hop from place to palce without having to visit the contents pages each time!
Part 1: The Background Theories
Relativity
Quantum Theory
Superstring Theory and the Multiverse
Nanotechnology
Artificial Intelligence (AI) including a new section on ANNA - the 'Advanced Neural Network Artificial intelligence' which is an interactive voice controlled AI system - which you can install in your ship!; ANNA can recognise a couple of hundred commands that ANNA to help you fly, trade, explore and fight more efficiently (she can also make the coffee
Part 2: The Technology
Section 1 - Travel
Sub-lightspeed drives
Just how fast can I go? - Experiments in Engine Performance
How does Inertial Damping Technology work?
Why can't we reach the Speed of Light?
Fulcrum Jump Drive plus new plus Fulcrum Jump Technology Development
System to system jumping (Black Holes, Wormholes & Gates)
Section 2: Weapons Systems plus new Why don't we have more gates?
Weapon Lab - design your own customised weapons
Plasma Particle Cannon
Fusion particle cannon
Railguns
Metal Projectile Cannon
Trajectory Identification Technology� (AKA tracer)
Class 1: Refractory Beam Cannon
Class 2 Metal Vapour Beam Cannon
Class 3 Coil Beam Cannon
Class 4 Neodymium Beam Cannon
Class 5 Fusion Beam Cannon
Class ?? Chemical Laser Beam Cannon
Impact Missile:
Compound Core Missile
Fragmentation Missile
Reactive Missile
Shaped Core Missile
Using the Weapon Lab I - Raw Materials needed
Using the Weapon Lab II - Interface
Other Weapons Technology
Section 3: Defence
Shield Matrix Fields
The Anti-Missile System
The Automatic CM Launcher
One Shot Stealth Device & Sensor Probe
Armour
Section 4: Stations
Built Stations
Constructed Stations
Deployed Stations
How are the stations fabricated?
Mining raw materials
Manufacturing Stations
Section 5: Mining
Materials worth mining
Asteroids
Section 6: FtL Communications
Section 7: Portable Energy Resources
New: Section 8: Background History of the Evoverse
Revised History of the establishment of Evochron
Timeline
New: Section 9: The three alien species
Vonari
Actarians
The Ancients
New: Section 10: The evolution of cargo transport ships and mass cargo movement
The rise of capital transport ships
gates and size limits - the rise of the cargo haulers & merc ships
role of mercs
summary of the various ship classes
relative cargo capacities
New: Section 11: The Capital Ships of Evochron and their weapons
Historical context
New roles in Evochron
Design Criteria and limitations
primary, secondary and close-in protection wepaons
Weapons loadouts for capital ships with details of their railguns and missiles
Section 12: Miscellaneous Technologies
Terrain Walkers
Appendix 1 - 2 - 3: Ship Frames (Civilian and Military)
Appendix 4: Ship Stats
Appendix 5: Engine data
Appendix 6: Wing Data
Appendix 7: Weapons Data
----Particle Cannon
----Beam Cannon
----Missiles
----Other Offensive Weapons
----Offensive Boosters
----Defensive Boosters
----Other Defensive Equipment
Appendix 8: Charted System Coordinates (four versions)
Appendix 9: System Descriptions (arranged into alphabetical order)
New: Appendix 10: Why the Evoverse is as it is - geological and cosmological explanations
New: Appendix 11: How colonies are set up and developed in Evochron
New: Appendix 12 : Terraforming - the long term future of Evochron
Appendix 13: Asteroid Cave Plan
Appendix 14: Calculating Velocity when using Inertial Mode
Enjoy!
[Edited on 11-12-2012 by DaveK]
[Edited on 14-11-2013 by DaveK]
[Edited on 9-4-2015 by DaveK]
[Edited on 9-4-2015 by DaveK]
















