EVE Crews: A lore-accurate* API-linked crew simulator

Ok, I spent a lot of time getting everything sorted and fixed with the Fractured crew, also getting the Bridge set up with excellent Department Chiefs and XO, all of them Minmatar Faction…

Everything seemed fine, boarded a different ship and while doing some event scanning, decided to check the app and saw an active Comms, made a selection and then all of a sudden the app logs me out, does a complete reset back to start so now I only have a Gallente XO, a Gallente Chief Engineer and a lot less funds to work with…

So I then just logged off… Gotta say it’s very frustrating to have all that work just be deleted…

Now I understand this app is still a work in progress and that you’re very busy working on it… You’ve definitely done a great job with it so far and have actually created an amazing app… Thank you very much for doing that…

As for me, I’ll log back into the app tomorrow, give it a full test run and let you know what I find.. Until then, keep up the good work…

DMC

I’m sorry you had that experience DeMichael.

Did you get the error message page with “:warning: EVE CREWS — SYSTEM ERROR” and a specific error message beneath it?

I’m addressing bugs as I find them, and I last caught and fixed a crash triggered by an event decision on Thursday (30th). If the one you described was before then, my hope is that it has now been resolved by this fix:

Patch v1.32.21: The toUpperCase Event Render Crash

  • The Issue: Resolving a legacy event (like EVT007) could cause the application to crash if it immediately queued a newer buildEvent-schema event (like EVT092+). The Standard EVENTS card would attempt to call .toUpperCase() on an undefined senderRole field, breaking the render path.

  • The Fix: The event card was updated to explicitly detect evDef.buildEvent, resolve the event object first, and then extract the senderRole, senderName, msg, and options. Safe fallbacks (like ‘UNKNOWN’) were added to prevent undefined variables from crashing the system.

However, if it happened in the last 24 hours or so, it may be an unaddressed bug.

Can you remember what event it was?

Typically, when legacy events attempt to do something no longer congruent with updated code, the crash screen should give you the option to ‘CLEAR SESSION DATA & RELOAD’ or ‘RELOAD WITHOUT CLEARING’. It’s always worth trying the reload without clearing option then avoiding the erroneous event (or trying a different decision outcome).

If that was not the cause of the crash and those options didn’t appear, then I’d certainly be grateful for more details as this could be something I’ve not yet come across.

Again, I’m sorry your work was undone and hope your new crew grows on you.

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I made that post about 10 minutes after the reset happened, less than 24 hours ago… I don’t exactly remember what the XO Comms event was about… Yes there was an error message but I didn’t pay much attention to the details… The crash screen did appear but I’m not certain which option I selected…

Guess I should pay more attention to details like that but it was very frustrating to spend hours getting everything sorted just to have it all be reset, it basically made me just close out the app..

So now I’m going to calmly start over again and in the process, will keep detailed records of any issues that happen, also if I notice anything that could possibly be improved…

My earlier intention was to set up a full Faction specific crew to match my own Faction, Minmatar… I’m talking about all crew members from the XO all the way down to Naval Cadets… Even though I have high Faction standings with all 4 main Factions, I’m doing this purely for the RP aspect… Plus it should help explore most of the app functions…

Setting up a new crew will take time so if everything works correctly, I’ll report back in 24 hrs… Course if any issues are encountered, I’ll post detailed info about that asap…

I love that you’re doing a deep dive into running an monoculture crew, please keep me apprised of how it turns out.

I did some analysis of the previously fixed event-related errors and looked for any similar issues in other events. Two were found and fixed: EVT048 (Command Friction) and EVT034 (It Is Complete).

Given your use-case description, it’s possible that you had triggered the bugged Command Friction event by having a judgemental officer and another with a negative trait.

EVT048: Command Friction Scenario: This event is triggered by interpersonal conflict within the command structure, specifically when there are at least two officers with the “Patriot” trait of conflicting races, or when a “Judgemental” officer clashes with a colleague holding a negative trait (Miserable, Coward, or Addict). The Executive Officer reports that this friction is either causing uncoordinated operations or openly affecting department morale.

Decisions:

  • Mediate directly. Both officers report to me: The capsuleer intervenes with a private briefing. The officers emerge more measured, yielding +3 Morale and +5 Loyalty for both officers.

  • Let the XO handle it. That’s what they’re for: The XO conducts separate interviews, resolving the issue procedurally. This grants +1 Morale and +3 Executive Officer Loyalty.

  • Ignore it. Officers sort themselves out: The capsuleer takes no action, causing the crew to take sides. This inflicts an immediate -5 Morale penalty and escalates the ongoing friction.

This has now been fixed.

Sorry it cost you your crew, but their sacrifice was not in vain. :wink:

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Ok, seems I’ve ran into a few issues…

First for starters, I took some time to find and recruit an all Minmatar Bridge team…

Gotta say recruiting a good XO and good Department Chiefs is very time consuming, not to mention limited due to low starting funds…

Having an abundance of mixed Factions in the Academy personnel pool with no option to select a specific Faction requires more time spent in Eve searching multiple stations then actually playing the game…

Not to mention most of the candidates in the Academy have character qualities that leave much to be desired… Searching for half way decent Academy candidates is a major time sink…

Suggest that due to being inexperienced, give new Academy candidates one good quality while Veteran personnel have a mix of both good and bad character qualities.. Or maybe over time have Academy recruits develop good / bad qualities based on the Capsuleer’s Bridge Command actions…

Speaking of crew, seems I have mixed Faction members aboard, possibly due to starting out with a Gallente XO and Gallente Chief Engineer… My intention is to have a pure Faction specific XO, Department Chiefs and Crew memders… Unfortunately I don’t see any option available to change the crew Faction…

And despite doing a couple of shore leave rotations with Naval Centre selected, I once again have a mix of Naval Enlisted and Conscripts causing a persistent Fractured Engineering Department…

Another issue I noticed is the ship classification… I’m currently in a Covert Ops Frigate, designed for stealth espionage scouting and exploration operations… However the app considers it a Mining Frigate with an Ore Hold listing…


Now for the main issue… The XO Comms event action seems to be stuck again… After making a selection, it automatically shows an error message and after selecting ‘reload without clearing’, it goes right back to the Comms event action… I tried settings - Log Out / Clear Session and after logging back in, the Comms event action issue still remains..


So I decided to try the ‘Clear Session Data & Reload’ option which immediately logged me out… Unfortunately after logging back in, the app sent me back to start…

So yeah, once again my previously saved stats and work is deleted which, due to last time, I actually expected it to happen… However I’m not frustrated or disappointed since this was more of a test run, plus my crew wasn’t top choice either…

Anyway, I didn’t select a start option on the app since I figure you’ll be busy checking things out and making changes, plus I need to make up for lost time in the Capsuleer Day XXIII event currently happening in-game…

When you get everything sorted, I’ll be more than happy to do another test run…

DMC
o7

Hi DeMichael. Wow, that’s a lot of great feedback, thank you for taking the time.

I’ll take some time later to go through the issues you’ve raised and build some improvements around them.

A couple of thoughts and observations for now though:

It’s interesting seeing your screenshots to recognise that you’re running EVE Crews as a full screen app. This backs up some r/eve Redittor feedback about the ned to ‘head swivel’ to read everything. I’ve been designing and testing everthing in a more portrait/smart device format and had not considered that folk might not do that. Now I’m wondering if I should modify the browser format to limit width as designed or whether I should embrace the widescreen use cases. What do you think?

Having an abundance of mixed Factions in the Academy personnel pool with no option to select a specific Faction requires more time spent in Eve searching multiple stations then actually playing the game…

It’s interesting to see how your EVE Crews goals are influencing your EVE gameplay as you go hunting for the right crew and officer complement. While building some content into the mundane was sort of the point of EVE Crews - to give ship spinning and all the slower parts of EVE a bit of character - it wasn’t intended to distract you from actually playing EVE.

I think making the perfect crew available at the click of a button would undermine the fundamental gameplay loops in EVE Crews - after all, without being able to actually influence ship performance, what would be the goal if you already have your ideal crew.

However, it would we fun to add some gameplay mode options like a sandbox mode with some starting crew presets (ready-made command crews etc.).

limited due to low starting funds…

As a workaround, there’s a ‘god mode’ cash injector in the dev tools (faded star icon to the far right of our bottom bar):

Thanks again for your ongoing support. I’ll get to the other issues raised later today (RL permitting).

Issues identified from DMC’s feedback:

Summary Table

# Issue Severity Type Status
1a Infinite crash loop on corrupt pending event Critical Bug Needs fix
1b Full save wipe as only recovery path Critical UX Needs fix
1c Cheetah misclassified as mining vessel Medium Bug (likely stale state) Needs investigation
2a Fractured dept fix not discoverable Medium UX Polish sprint
2b Recruitment faction filter / station-hopping Medium Design Workshop
2c Academy candidate trait distribution Low Design Workshop
3a Widescreen layout constraint Medium UX Layout sprint
3b Sandbox / Preset mode Low Feature Backlog
3c Pre-hydration event queue validation Medium Architecture Hardening sprint

I’m working on 1a, 1b, and 1c now and they will hopefully be fixed by the time you read this.

Ahh, I didn’t consider having the browser small to show the app while in game like it is in your screen shot, I play eve in window mode with browser minimized to Task Bar due to having other Eve related apps open in multiple browser tabs…

But yeah, that’s a good point about the extra width space… Not sure how that could be addressed when using the app in Desk Top PC Browser…

I wasn’t suggesting that, I was actually talking about having a Faction specific Officers tab available with all Departments represented that’s based on the station’s Faction where the Capsuleer is docked.. Basically you could have two ‘Officer’ Clubs available, one for Faction specific Officers based on the station’s Faction with the other club hosting Officers from all the other Factions.

My suggestion is it shouldn’t take a lot of time searching various stations just to assemble a Faction specific crew… As for having a perfect crew with excellent character qualities, I don’t expect them to all be located in one station, should still have to search for them…

Now about the starting funds… Disregarding the Dev tool cheat, I just think the starting amounts should be higher… For example I wanted to recruit a Minmatar Commadore XO but didn’t have anywhere near the amount of funds required to do it…

No problem and you’re welcome…

DMC
o7

Nice… Just wanted to point out that for 1c, it’s not specifically just Cheetah, it should cover all Covert Ops Frigates… Also I noticed the same issue while piloting a Sunesis Destroyer… Granted it doesn’t have cloak bonus but it does have scan bonus… Maybe that’s what the app is reading making it think it’s a Mining Vessel…

Anyway, good luck and like I said earlier, when you get everything all sorted, I’ll be more than happy to do another test run…

DMC
o7

Your Cheetah showing up as a Mining Frigate with an Ore Hold was a stale state issue. EVE Crews had correctly classified a previous ship as a mining vessel, and when you switched to the Cheetah, the ESI data came back in a way that didn’t trigger the hull reclassification, so the old label persisted. The Ore Hold section then rendered based on that stale classification.

Three fixes went in: the hull detection logic now checks for any mismatch between what ESI is telling us and what’s stored, and forces an update if they differ. The Ore Hold section itself now requires both a mining hull class AND actual ore hold cargo to be present before it renders — so even in the worst case, a Covert Ops ship can never show mining UI. And there’s better console logging now so any future classification quirks are immediately visible for diagnosis.

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Hey DMC,

Your feedback on recruitment and crew culture was next on the list above, and I’ve now deployed a build that addresses several of the friction points you raised.

━━ FRACTURED DEPARTMENTS ━━

The fix for a fractured department has always been present in EVE Crews, it just wasn’t signposted anywhere, which is entirely on me - learning as we go :slight_smile: . But I accept that you shouldn’t have to figure out through trial and error that Shore Leave rotations are the tool for demographic surgery as much as morale recovery.

The FRACTURED culture label now carries a small contextual prompt beneath it:

-> Set a lineage directive and run a Full rotation to resolve.

That’s the complete fix in one line. If you head to the Recruitment Hub, set your preferred lineage directive - Minmatar, Naval Enlisted, whichever you’re targeting - then run a Full crew rotation from the Shore Leave panel, it injects 50% of that lineage directly into the active departments in one action. A single Full rotation is usually enough to flip a fractured culture back to dominant without any manual dismissals or station-hopping.

The Consequence Preview tooltip on the rotation panel already showed the lineage injection numbers when a directive was active - that part was working. It just needed something on the FRACTURED label itself to connect the two.

━━ FINDING THE RIGHT CREW ━━

The station-hopping frustration you described- hunting across multiple systems for faction-specific candidates with no in-app control over the pool - was valid feedback, and it identified something that turned out to have been broken under the surface as well.

The Academy candidate pool has always had a station-based racial bias built in, where candidates generated near Minmatar stations would skew Minmatar, Caldari stations skew Caldari, and so on. That mechanic was implemented but had never actually been connected to the dispatch that generates your candidates - so it was silently doing nothing. Every dock produced a fully random pool regardless of where you were, so that’s now fixed.

On top of restoring the station bias, the pool generation now also reads your active Recruitment Directive. If you have Targeted Demographics set to a specific faction, the candidate pool tilts further toward that race - not a guarantee, but a meaningful lean. The intent is that your EVE gameplay and your EVE Crews directive reinforce each other: docking at a Minmatar station with a Minmatar directive active gives you the best odds of a Minmatar-heavy pool, without removing the variability that makes a strong candidate feel like a find rather than a purchase.

This won’t eliminate station-hopping entirely - that’s partly intentional, since the hunt is part of the loop - but it should make your directive feel like it’s actually doing something rather than being decorative.

━━ CANDIDATE QUALITY ━━

Your suggestion about trait distribution - that fresh Academy recruits feel uniformly rough while Veterans carry mixed profiles - made sense to me and pointed at an imbalance in how candidates are generated (as well as drawing attention to some very broken regeneration logic which is also now fixed as a side benefit).

The system now factors in where you’re docked when it builds the candidate pool. In high-security space, the recruitment market is regulated. Officers operating in empire space have credentials, references, and reasons to present themselves well. The generation logic now guarantees that at least one of an Academy candidate’s traits is a positive quality when you’re docked in high-sec. You’ll still get officers with problems - that’s the game - but there’ll be something to weigh against it.

In low-sec and null-sec the calculus flips. Frontier space draws desperate, damaged, and sometimes dangerous personnel. Candidates generated out there skew toward negative traits — not exclusively, but meaningfully. The Chribbas of New Eden tend not to be looking for work in Amamake.

Wormhole space and Pochven remain genuinely random. Anyone could end up out there.

The practical upshot: if you’re doing serious recruitment, empire stations will give you more workable candidates. Frontier space will occasionally surface something exceptional, but you’re rolling the dice.

Thanks again for the time you’ve put into testing. The build is live - would be curious to know whether the candidate pools feel any different in practice with a directive active.

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Wow, nice work, you’ve definitely been busy… Sounds like you’ve ironed out a lot of issues… I’m definitely impressed..

Sooo, any changes to the starting funds?

Like I said earlier it just seems rather limited, especially for a Veteran Capsuleer with high Security Status level… :wink:

Anyway, just something to consider, maybe have the starting funds be like 10% of the Capsuleers in-game wallet… Could still keep the starting XO selection active since that dictates the amount of Officers available to recruit…

Speaking of XO’s, will their Command Ability / Officer Complement expand over time?

For example, the Academy Graduate CR-1 Junior has 1 Officer slot available… After a certain amount of sessions have been served, will the amount of Officers under his command grow?

I guess that’s about it for now… If everything has been addressed and sorted out, I’m definitely looking forward to doing another test run…

DMC
o7

I’ve not changed anything within the startup mechanics, in order to preserve the ‘financial tension’. However, if that’s not for you, there is still the option to use the dev tool to inject as much as you like.

The XO progression system is already live. :slight_smile:

In-EVE activity and EVE Crews event decisions allow the XO to accrue command citations. When they hit the target (and after a certain number of sessions have elapsed), they become eligible for promotion to the next CR rank and they will develop new traits, increased loyalty cap, gain additional hull proficiencies, and expand their officer slot capacity in line with their new rank.

Fair warning though, depending on their demeanour, they can get a bit tetchy if they think their promotion prospects are being ignored. :wink:

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Ok, decided to give you time to finish polishing this app while I got caught up with the Capsuleer Day XXIII Event…

Logged into the app last night, definitely liked all the changes I saw and proceeded to set up a nice Minmatar crew.. I still had one Department Chief slot left to fill and figured I’d do that today…

Low and behold I open the app to see I’m once again back to start at the Command Grant / XO selection page… Disappointing to say the least but probably due to new changes being implemented…

Anyway, I selected Faction specific race to match my own (Minmatar) and I did receive a good Minmatar XO… Not sure why but after that the app automatically gave me a Gallente Engineering Chief..

I then decided to just log out, will check out this app later after I’ve completed the Capsuleer Day XXIII event…

In the meantime, is there any way to actually save current stats / crew manifest and recall that info later, especially after implemented changes causes the app to reset and delete current stats?

Also more importantly, is there a way to manually reset the app back to start?

DMC
o7

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Hi DMC,

Thanks for sticking with it and testing EVE-Crews. I’ve certainly been trying to expand on your suggestions around being able to curate specific crew compositions.

To get there, I am constantly iterating and trying to improve various features and systems, but I appreciate that can sometimes be disruptive to whatever delicate setup you may have.

For the most part, any app changes should not affect your game save, which is stored elsewhere and not affected by browser resets or logic changes. Although older game saves do tend to cling to stale data which can cause odd behaviours. I managed to keep hold of a save for nearly 30 sessions, but I could no longer tell which problems had been fixed, so eventually reset it.

There is a manual reset option in the dev tools, should you need it:

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There have been a vast number of feature additions and improvements. The full changelog is available in-game, but some highlights are:

  • More nuanced starting options, allowing for varied crew demographic mixes and officer structures.
  • A cleaner Bridge interface focusing on officers and ship systems.

  • Over 100 shipboard events and impactful decisions, with a variety of triggers.
  • Detailed crew management and analysis.
  • Deep hiring interface, linked closely with your capsuleer’s location and standings in EVE.
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Very cool changes and thanks for the reply…

Your app is a great idea and you’ve done an excellent job on developing it… Overall I have to say it’s a great ‘behind the scene’ Eve companion mini game…

I’ve actually been very busy in-game completing the Capsuleer Day XXIII event… Also worked a couple of alt accounts that are close to completing it as well.. When the Agency points spread is extended for the last week of the event, I’ll jump back into it with this account…

I definitely intend to start testing this app again very soon, will also give you a full report of my findings… Until then, thanks again and stay safe…

DMC
o7

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