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

Ok, after some time I was able to get all Minmatar Officers and a large percentage of Minmatar Naval Crew members… However it seems I keep running into a recurring issue… The app isn’t saving current stats when closed..

Every time I close my browser and then reopen it, the app resets itself back to a previous state and drops the session count back down… This has happened a couple of times now, the most recent one I closed it with 17 sessions logged and upon reopening it, the app now shows only 4 sessions completed…

Also after working hard to build up the Loyalty and Moral of the XO and a couple of Department Chiefs, they’re now back down with low stats and no service commendations… However the app still shows I’m in a larger ship which I had at session 17 so it’s definitely pulling info from Eve… Unfortunately the app now shows Crew staffing is at critical levels due to being in a smaller ship during session 4..

Speaking of Crew staffing, the Recruit crew list doesn’t remember it’s previous setting, every time I open that tab, it has Conscripts active… I then set it to Naval, Minmatar only, and when I select ‘Fill All Departments’, I get a mix of Faction Naval Enlistments.. Also it seems when hiring a new Department Chief, Conscripts are automatically added to the Crew…

Don’t know why it happened but it definitely sux… So now I’m going to reset the app back to Command Commissioning, start over again and after spending more time with it, I’ll make another report…

DMC
o7

Hi DMC,

I was chasing the unreliable session counter issue over the weekend. My hope is that updates v1.60.1 & v1.60.3 will have resolved this now. My initial tests suggested that was the case - I livestreamed the testing on my Twitch channel.

I appreciate it is frustrating, especially when you put the time in to develop your officers then you can’t quite get them across the line because the session counter says no.

The Crew recruitment settings have tripped me up in testing too. A preferred default would certainly be a good idea. I’ll see what we can do to refine that workflow.

I’ll get back to you with a more thorough report.

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Hopefully these v1.60.4 bugfixes will address alll your issues. Not yet tested at time of posting.

· Bug fix (state regression on browser close): 3-second debounce save is cancelled by React useEffect cleanup before the browser tab closes, losing the last session’s state. Added a beforeunload useEffect in EVECrews that cancels the pending debounce timer and flushes state immediately via navigator.sendBeacon to the Supabase REST endpoint. sendBeacon survives page unload where fetch does not. Same guards as the debounce effect (supabaseConfigured, valid charId, !needsCommissioning). Handler cleans up on unmount.

· Bug fix (Recruitment tab resets to Conscripts on every page load): RecruitmentHub initialised srcTab as useState(‘std’) unconditionally. On mount the srcTab->directive useEffect fired with srcTab===‘std’, dispatching SET_RECRUITMENT_DIRECTIVE with mode:‘standard_intake’ and targetLineage:null — actively overwriting any Naval or Press-Gang directive persisted in Supabase. Fix: srcTab useState now uses a lazy initialiser that derives the correct tab from s.recruitmentDirective.targetLineage at mount time, so the persisted directive is honoured on load.

· Bug fix (Fill All Departments ignores race lock when Naval source tab is active): In RECRUIT_CREW, raceLockTarget was only evaluated for mode===‘targeted_demographics’ and targetLineage===‘press_ganged’. The mode===‘specialist_lineage’ path (Naval Centre) never set raceLockTarget even when targetRace was present, so effectiveRacePool fell back to a multi-race blend. Fix: raceLockTarget expression extended to include mode===‘specialist_lineage’, so Naval race selections produce a 100% single-race pool as intended.

· Bug fix (Hiring a Department Chief resets new department quality to Conscripts): In HIRE_OFFICER, when a dormant department was activated via crew draft, the new dept object was written with qualityComp fixed at { conscripts: 100 } regardless of the quality of the drafted source departments. Naval Enlisted crew donated from Engineering were silently reclassified as conscripts. Fix: after the draft loop, a weighted blendComp pass iterates each donor dept proportional to its contribution and writes the resulting blended qualityComp to the new department. Falls back to DEFAULT_QUALITY_COMP only when syncedCurrent === 0.

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Wow, sounds like you did a lot of work…

Anyway, after my last post I had reset the app to start over with a new XO (CR-4) and the option to manually fill the Engineering slot, that way I could make sure it was filled with a Minmatar Officer… I then filled the other 2 Departments and added Industrial Chief, then did a couple of full Crew Rotations with Minmatar Naval Cadets and logged 4 sessions…

So I just now logged onto my computer, opened my browser and the app has reverted back to showing the old stats I had before resetting the app… It’s back showing my old session 4 stats with XO CR-6 and 3 main Department Chiefs, all with low Moral / Loyalty and critical level Crew staffing 13/24 ship wide.. And of course the crew is mixed up as well…

As for Crew Staffing issues with mixed Factions, maybe my in-game Faction standings are messing it up a bit… Even though I’m trying to make all hands on board ship be one specific Faction, in-game I actually have high positive standings with all 4 main Factions…

One thing I noticed, I have the Font size set at 150% but when trying to view the manual, the Font size needs to be reset to 100% in order to read the entire manual without having the top and bottom sections cut off ..

Anyway, I’m going to get myself a large cup of coffee and once again reset the app…

DMC
o7

Hey DMC, thanks again for the detailed reports, they’ve been genuinely useful.

The good news: both the save regression and the crew mix issues were confirmed bugs and have been fixed in the latest build (v1.60.4). The save problem was particularly sneaky, the app was waiting three seconds before writing your progress to the database, and closing the browser in that window cancelled the save entirely. That’s now patched with an emergency flush that fires the moment you close the tab, so your sessions should be safe going forward.

The race mix on Naval recruitment is also sorted. The filter was being silently ignored when the Naval source tab was active, it should now correctly honour Minmatar-only selection regardless of your in-game standings. Your faction standing profile isn’t causing the issue; it was purely a code bug on our end.

Your manual display issue at 150% scale is confirmed and a fix is in the pipeline for the next patch.

For your next playtest, you shouldn’t need to reset again, the existing save should load cleanly. If it does pull up the old CR-6 data one more time, that’ll be the last remnant of the pre-fix session; a single use of the recovery URL (eve-crews.com/?reset=1) will clear it and let you start fresh with the fixes in place.

Really appreciate your patience and the quality of your bug reports. The level of detail you’ve provided has made every one of these fixes possible.

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Ok, hopefully everything is sorted now…

I’m currently still dealing with Faction mixed crew of Naval / Conscript… Here’s some screen shots…

This is my setting to start…

These pics are current stats after assigning Department Chiefs and semi fixing the crew roster…

And here’s the breakdown for each Department..

The main issue with using Full Crew Rotation to fix the mixed crew issue is it drastically lowers Loyalty… Now I’m thinking I should just start over again, lol…

Lately I’ve noticed the ESI has started having intermittent connection issues… I’ve just been hitting the sync button to reactivate it… Not sure if it’s an issue with CCP/FC server or maybe it’s on my end… When it does happen, the game connection is still active for me sooo, I don’t know what to think of that…

Anyway, I’m going to log in a few more sessions on the app with the current crew, then I’ll close the browser and reopen it later, hopefully it’ll portray the same stats as when it was closed…

DMC
o7

Thanks for these screenshots. There’s so much I can learn from them.

The first thing I noticed was that there are mining destroyers now?! When I saw your Pioneer Consortium Issue, I had to look it up in game (and now I want one :slight_smile: ). Can you confirm that it’s being correctly identified as a mining destroyer in the same way a mining frigate is? It’s not clear from your Command Commissioning screen.

So what am I looking at with your crew mix? I see that there is a strong bias in favour of Minmatar, which is what you’d expect from selecting the Patriots crew manifest. By default, the initial crew manifest are strictly Conscript quality, leaving the adventure of discovering other crew quality types to the gameplay experience.

This was intended design to provide the capsuleer with a decision: do you release your loyal veterans to rest and replace them with ‘fresh legs’ who are less invested in your mission? Or do you look for other ways to rejuventate your crew Resilience? I’m interested to know how you’re finding it in practice and what balancing is required. [Note to self: look at how Resilience is tracked on crew on Shore Leave - do they recover?]

Yes, I’ve noticed the ESI ‘connection lost’ message popping up and have been doing the same manually using the sync button to ‘stir’ it back into action. I’ll look into this.

The stats regression is an unfortunate side effect of rapid update cycles. Sometimes legacy data gets clogged in the browser cache when the updated game state changes. Hopefully it shouldn’t be something you encounter too frequently, and some additional safeguards have been added to minimise this effect.

Happy crew managing.

P.S. In case you hadn’t figured this out, you can safely maintain a different crew with each EVE character, which I’ve found handy for testing different styles and progression states. I’ve got a burner crew character and a nurturing crew character (was once up to 30 sessions).

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You’re welcome, adding screenshots helps to explain and show issues raised in my report…

I don’t remember if the Pioneer Consortium Issue was listed as a Mining Destroyer… However I do remember it didn’t have an Ore Hold showing in the app so it’s probably not listed as a Mining Destroyer.. I actually jumped back into my Cheetah to do some stealth exploration, it’s still listed as a Mining Frigate, however it’s not showing an Ore Hold like it was before so that previous app fix seems good…

Yeah, the issue I’m looking at is when a specific Faction is selected for crew recruitment, it should only pull crew from that Faction… Now after moving into a larger ship and recruiting more Naval crew members, the percentage of mixed Factions within each Department grows which causes Department issues with crew of opposing Factions as well as affect the overall ship wide crew percentage…

As for the Loyalty hit on Crew Rotation, I would think fresh new crew members would be more loyal, definitely excited and eager to please compared to old tired Veterans who are looking to get away from active service…

Speaking of Loyalty, all of my Officers and crew loyalty seems to constantly get lower despite selecting event options to raise Loyalty.. Also the app has me running out of money even though I’m making money in-game…

Anyway, some good things to report… The app remembered it’s previous stats when I reopened the browser and the Recruitment page remembered it’s previous setting…

I’ll post another report of current stats asap…

DMC
o7

Ok, just before I closed the browser from last session, I had to jump into a Cruiser to raise XO loyalty stats which had gone down to 11… Now I don’t know why each session continued to make his loyalty go down, maybe it was due to some previous event choice that affected multiple sessions…

Anyway, I logged a couple of sessions piloting a Cruiser and raised the XO’s loyalty to 15.. I understand and agree that positive stats per session should be gained while piloting a Hull class included in the XO’s expertise, however when in a new or different Hull class, I think the XO’s stats should remain the same and only be affected by events until he gains experience with the new Hull class…

So upon relogging the app presented an event due to low loyalty stats with 25% of crew requesting transfers… I selected an option to basically placate them and lost a smaller amount of crew… I then had to recruit more members so I selected Minmatar Naval recruits to fill all Departments…

This actually pertains to my previous report of mixed Faction crew members… Here’s a screenshot of my selection…

After making the selection, the stats of Faction percentage crew members for Amarr were lowered while Caldari, Gallente and Minmatar were raised… Due to selecting an influx of Minmatar crew members, shouldn’t the overall ship wide percentage for all other crew Factions be lower?

Before and after screenshots of recruitment for reference…


Also the percentage of Naval vs Conscripts remained unchanged… After checking each Department, I can only see one Conscript listed so that percentage should be different…

By the way, I actually liked how the Crew Status in the Bridge page showed an actual amount of members per each Faction, now it lists a percentage amount… I don’t think the percentage amount is needed since that info is listed in the Personnel Integration Dashboard tab on the Crew page…

So yeah, that’s pretty much it for now, other than the issue of gaining money in the app… I’m going to continue working on the XO’s loyalty by running missions with a Cruiser in-game which actually helps me to complete the Capsuleer Day XXIII event…

Will report any other issues I encounter asap..

DMC
o7

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Just wanted to report that after completing Session 18 and quite a few different events, I managed to get the XO’s loyalty up to 57… Also one of the events paid a large amount of money which boosted funds quite nicely… I then closed the browser..

Later after I reopened the browser, the app had once again reset itself, this time back to Session 13 which dropped the XO’s loyalty back down to 15 and also removed a couple of newly earned experience traits… Not to mention the app also had a pending event which basically took a large majority of my money…

So I figured the link you posted earlier (eve-crews.com/?reset=1) would reset the app back to it’s previous settings just before the browser was closed..

Unfortunately all it did was take me back to the Command Commissioning page… So yeah, a lot of time and work got deleted… Definitely disappointing to say the least… It sure would be nice if there was a ‘Save Stats’ button…

Anyway on a side note, I checked the manual earlier during my last session and was able to view the entire manual without resetting the Font size, so that fix worked great…

Sooo, I guess it’s back to start again…

DMC
o7

Well, I set up another crew and logged in a few sessions, everything was looking good with all Officers and 99% of the crew as Minmatar…

Closed my browser, then reopened it later to see I’m completely back to start with no Department Chiefs and no sessions logged…

Guess you’re busy working on it, I’m just gonna reset it back to the Command Commissioning page and wait till you’re done before I try another run with it…

DMC
o7

Hey DMC, good news — I’ve been working through the issues you raised and have a few fixes to report.

The state rollback problem should be resolved. The app was occasionally losing your most recent session when you closed the browser because a save timer was being cancelled before it could complete. That’s been patched, and the app now writes your state more reliably on close.

On the ship classification front, the Pioneer Consortium Issue is now correctly identified as a Mining Destroyer and its Ore Hold will show up properly in the cargo panel. The whole Mining Destroyer family has been added — Pioneer, Outrider, and Perseverance included.

The recruitment blend issue — where selecting Minmatar Naval crew was still producing a mixed-faction result — has also been addressed. The intake should now anchor to the dominant racial demographic in each department as you’d expect.

A few presentation fixes too: department names in recruitment log entries were appearing in lowercase (you’d see “security” and “medical” where it should read “Security” and “Medical”), and some internal labels like “marginal-sec” were leaking into log text rather than displaying cleanly. Both sorted.

Finally, the officer quality label “Common” has been replaced throughout with “Standard” — which is what it should always have said.

Still on my list and being looked at: the ISK drain balance for larger hulls and the Bridge faction display. More on those soon.

Thanks as always for the detailed reports — genuinely useful.

o7

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Good to hear, I’ve just about completed the in-game event and will do another deep test run of the app afterwards…

I’ll post another report about the app in a couple of days…

DMC
o7

Restarted the app from the Command Commissioning page again…

Once again I opted for - The Line Commander - XO only - Patriot’s… For some reason most of the automatic XO selections had bad negative traits, took about a dozen restarts before I finally got an XO with halfway decent traits…

Department Chief selections in Academy page were the same, a lot of bad traits, basically had to station hop quite a bit just to once again get halfway decent Officers…

Good news is your fix for showing and remembering specific Faction and crew type is working well and always shows the previous selection whenever the Recruitment page is opened… Needless to say I once again opted for Minmatar Naval Enlisted crew members… I’m glad to say the crew is 100% Minmatar consisting of 85% Naval and 15% Conscripts, not sure how the Conscripts got mixed in but it’s not a big deal..

Bad news is the app still usually does a reset when I reopen my browser… This last time I had closed it after Session 7 and upon reopening the browser, the app was reset back to Session 3… At least it didn’t reset all the way back to the Command Commissioning page which is definitely a good thing…

Anyway, I’m going to continue with this set up and will take before and after screenshots to show the app reset for Browser closing and reopening… I’ill also document any other issues that are encountered…

Keep up the good work… Despite the little issues, it’s still an excellent ‘Behind The Scene’ Eve companion app…

DMC
o7

Logged a few more sessions and encountered an issue, maybe a bug..

Retention Contract Default - shows 7 mill ISK unpaid to XO causing a massive drop in his Loyalty yet Financial Operations shows almost 10 mill ISK available…

Anyway, onward and upward…

DMC
o7


EDIT:

And after that I closed the browser and just reopened it to see the app has reset itself again…

Session 5 showing before closing the Browser:

Session 3 showing after reopening the Browser:

DMC
o7


EDIT 2:

Logged in Session 7 on the app, closed Browser, then later reopened Browser and the app was once again reset back to Session 3…

Don’t know if this will help but the Browser I’m using is Opera…

DMC
o7

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Thanks for all the feedback DMC. It’s all been processed and the following fixes have been applied:

· Bug fix (XO retention default with funds available): officer retention contracts were processed before XO retention in ADVANCE_SESSION, draining currentIsk below the XO threshold even when total iskBalance was sufficient to cover the XO fee. Fix: XO retention is now evaluated and deducted first — command authority takes payment priority. Line officer contracts run against the remaining balance. retentionDebt accumulation corrected from `fee - currentIsk` (shortfall) to `fee` (full unpaid amount) for accurate log reporting.

· Bug fix (session regression on browser close — Opera and all browsers): the beforeunload sendBeacon flush introduced in a prior sprint silently failed to upsert the Supabase row. navigator.sendBeacon cannot set custom headers, so the required `Prefer: resolution=merge-duplicates` header was absent; Supabase treated the POST as a plain insert which conflicted with the existing row and was rejected. The beacon gave false confidence while leaving Supabase stale. Fix: sendBeacon block removed entirely. Debounce save reduced from 3000ms to 1500ms to narrow the close-tab risk window.

· Bug fix (session regression defence — localStorage-wins guard): on load, if the localStorage cache for the character has a higher session count than the Supabase row, localStorage is used instead of the DB row. This prevents a stale Supabase row from overwriting fresher local state when the debounce hadn’t fired before tab close. Guard logs a console warning when it activates.

Let me know if that resolves your issues.

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Hi Seismic, thanks for the reply..

Well, that definitely sounds good even though I don’t really understand everything, lol…

I’ve seen the option to recall or dismiss crew members after boarding a larger hull… The few times that I’ve seen it, I always selected to dismiss Conscripts only and then the entire page disappears, afterwards I can’t seem to find that page again… As such I don’t know what the Naval Enlisted crew member status is, were they also dismissed, are they still on shore leave or were they recalled back to active duty?

Is there a way to view if any Department Chiefs and or Crew members are on shore leave, including options to dismiss all or some of them, without boarding a larger hull?

If no current option, I think the Personnel Integration Dashboard tab on the Crew page would be a good place for that…

Anyway, since I’m back at Session 3 again, I’ll just continue from there… I’ll submit another progress report after the App completes Session 10… That is if I can get to that session, lol…

DMC
o7

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Well, had a few more App resets (browser closed twice and logged out app once to hopefully clear it), it always went back to Session 3 stats… Eventually I just powered through and finally made it to Session 10…

Not gonna lie, despite whatever decision or action I took, the app slowly bleeds Operational Funds which then causes the XO to not get paid (700 mill pay seems excessive), resulting in his Loyalty and Moral dropping really low… Due to that, along with various events, the Moral and Loyalty of Department Chiefs and Crew also begin to drop… By Session 6 Crew desertions started happening… As a result more Crew needed to be recruited with each completed session causing more funds to be spent… By Session 10 the funds were so low that nobody was paid and all Officers had extremely low Loyalty and Moral..

Needless to say I then did a complete reset back to Command Commissioning and left it there..

So during those 10 Sessions it seems the app wasn’t correctly reading my cargohold contents… I had placed a Slaver Hound in cargohold due to a previous event, I think it’s called ‘Something in the walls’, and then later got hit with the same event again showing option to get a Slaver Hound…

Also I had Freed Slaves in cargo as well, got an event with a choice of removing them, did that in-game and later got hit with the same event despite having no slaves in cargo…

Another thing I noticed but not sure if I read it right, the XO had bonus traits of +2 Loyalty per session while piloting a Cruiser with another bonus of +2 Loyalty and +2 Crew Moral while piloting a Rupture Cruiser… I was in a Rupture Cruiser for most of the sessions and only received +2 Loyalty points with each completed session… I even did the ‘Silent Running’ option by sitting in space for a few sessions to try and get stats up… Course with the issue of available funds slowly being used up, that option didn’t help…

I don’t know, maybe the loss of funds was due to filling all 4 of the XO’s Officer slots, I probably didn’t need the Industrial Ops Chief while piloting the Cruiser, though he did come in handy to clear out the ‘Heat’ event with his ‘Rugged’ trait… Even though he had no negative traits, for some reason I could never get his Loyalty and Moral to go up…

Anyway that’s about it.. I’ll try it out again in a few days…

DMC
o7

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The EVE Colonies expansion is now now live, integrating EVE Crews into a wider population ecosystem of colonists working to maintain planetary industry installations.

Fair warning: it’s still very alpha at time of posting.

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Hey DeMichael.

Three fixes applied based on your report. Thank you.

The shore leave panel now reads the checkbox selection before acting. Check specific cohorts and the button reads DISCHARGE SELECTED and only those cohorts walk. Check nothing and it reads DISCHARGE ALL, which asks for confirmation first. The accidental full-clear path is gone.

The discharge log names what left. Race, quality type, headcount per cohort, joined in a single line. You’ll know whether it was the Minmatar Conscripts or the Naval Enlisted who just signed elsewhere.

But the Crew tab change is worth finding. The Personnel Integration Dashboard now surfaces a shore leave summary when you’ve got crew on station. Who they are, where they’re docked, the retainer cost per session. A footer link drops you straight into the Recruit tab, so no more wondering where to look.

I appreciate your ongoing support and patience.

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