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

A couple of sessions prior, I think the TDR was once again adding in stats of previous reports… I can’t be sure due to being surprised and then trying to figure out a way to deal with the event having 3 injured Department Chiefs… As for my in-game activity for Session 45, I don’t exactly remember the specifics..

Anyway, my main concern now is that I might be once again caught in that ‘Time Loop’ reset issue, only now it just goes back to Session 45 with the 3 injured Department Chiefs…

Hopefully it was just a one time deal due to the browser update, I’ll log a few sessions and check it out, will report back later on my progress…

DMC
o7

EDIT:

Seems the browser update caused the reset, after opening and closing, logging out and back in again, I haven’t had any more issues…

However, this time on Session 55, I noticed Comms had 2 other events ready after the XO promotion, so instead of making a selection and acknowledging it, I just opened the XO Lounge and promoted him, basically removed the other 2 events that drained the operating funds last time…

Anyway, next time a browser update is ready, I’ll make sure to force save and log-out of the app first before updating the browser…

DMC
o7

I’ve temporarily broken EVE Crews.

The monolithic codebase was getting too large and expensive for my vibecoding methods, so I needed to break the codebase up into smaller parts.

Unsurprisingly, that’s broken some things and I’ve burned through my token limits working to rebuild.

I’ll resume work later today when my token cap resets.

1 Like

:hushed_face:

Thankfully it’s not beyond repair…

Hopefully it’s fast and easy work, may you have good luck and much success…

DMC
o7

Normal service has resumed.

Expanding the population concept to colonies and commuters exploded the size of the codebase a bit, but everything’s peachy now.

1 Like

Thanks for the detailed reports — they’ve led to some real improvements.

The officer injuries were caused by a flaw in how the game detected combat activity. The system was using your wallet balance as evidence of a fight = if your ISK went up during a session, it assumed you’d been in combat and rolled injury dice accordingly. The problem is that selling exploration loot, receiving PI income, or completing a market order all increase your wallet, even if you never fired a shot. We’ve fixed this so only genuine combat signals - kill mails, bounty certificates, mission completion records, and CONCORD notifications - can trigger officer casualties. Quiet sessions should now stay quiet.

The ISK economy is getting its first serious rebalance. We’ve connected EVE Crews to your actual EVE Online wallet movement. Each session, a small percentage of your net ISK gain flows into your crew’s operating budget - so a good relic site run or a successful mission actually helps pay the bills. The rate is progressive: low-income sessions get a proportionally larger share to keep exploration viable, while big null-sec earnings provide a meaningful but smaller contribution. If you spend heavily in EVE - fitting a new ship, for example - the crew budget tightens slightly too, reflecting that the capsuleer’s fortunes genuinely echo through the operation.

The aim is that your crew should feel financially sustainable through normal EVE play, without needing to dip into the developer tools to stay solvent.

The session data loss after the Opera update is a known fragility - the save fires when the browser closes normally, but a forced update can interrupt that before it completes. If it happens again after a normal close, let us know and we’ll dig further into the save reliability.

1 Like

Very cool, especially since the app is based on Eve gameplay actions…

Sounds good and hopefully it works out great…

As for me, I added more ISK to the Operating Funds a few sessions after the XO was promoted on Session 55…

For my next test run starting at Session 61, I’ll closely watch and document the Operating Funds over the next dozen sessions, that should provide a good projection of how it’s working…

DMC
o7

Latest round of updates has introduced backstories for the officers, for a bit more depth and flavour.

Some examples:

1 Like

Ahh that sounds cool, especially from a Role Play aspect…

Hopefully the codebase doesn’t overload again… :wink:

Anyway, I was going to wait on reporting until I had logged a dozen sessions but it seems the TDR is once again adding previous info in with current stats…

Session 64 TDR results show Gistii NPC’s which is correct… They were from a couple of low level Hideout Combat Anomalies… However, the TDR also includes Rogue Drone NPC’s from a Deep Flow Rift Surge conducted in previous sessions… As such, once again I have Officers placed into sickbay…

I then used the Opera DevTool settings to clear Eve Crews storage, then did a force save / save and clear session in the app settings…

Session 65 was about a dozen jumps back to base in Silent Running mode where I jumped into a shuttle to ride out the next couple of sessions…

After Session 66, I see this notification that I don’t quite understand…

So I undocked, jumped through a few systems and then redocked within 10 mins… Unfortunately the app doesn’t register a session until 10 mins or more time in space has been logged… Now I do like the idea of a timed Shuttle Race, I’m just not sure how the whole concept actually works…

So for Session 67, I waited out the 10 min timer, redocked and reshipped back into the Loki Cruiser with a full crew recruitment…

Since everything looked good and ready to go, I did another Opera DevTool clear followed by Eve Crews app ‘Force Save’ and ‘Clear Session and Save’… Hopefully there’s no more issues going forward…

On a side note, when placing the mouse curser on the ISK amount listed on the Bridge page, a question mark ( ? ) appears next to the mouse pointer… I tried clicking it but it doesn’t do anything so now I’m wondering where the Operating Funds and Income list is located…

DMC
o7

Two quick answers:

The shuttle ferry race was intended to be a minigame that supported managing and deploying crews to and from shore leave (or colonies) at pace. The general idea was to give shuttles a reason to exist. I’ve been working on building out the commuter and away team concept, but it’s a work in progress.

That’s a bug that must be unique to Opera. A tooltip should appear when you mouse over the ISK sign, and the question mark appearing indicates that the anchor is being detected even if the tooltip is not visible. YOu should see this:

I’ll get to work fixing that, along with the persistent TDR issues.

1 Like

Ahh, cool… Thanks for the quick reply…

I’ll continue with my 12 session test run to see how the Operating Funds change is working, meaning if I’m making ISK or not..

DMC
o7

I’ve changed the way the ISK tooltip works in Opera - let me know if it appears for you now.

This makes me wonder if you’re seeing all the other tooltips. Can you confirm you can see other tooltips like the new bio text on the officer portraits, and the pre-existing info for many other UI elements. Are you getting that cursor question mark appearing anywhere else without an associated tooltip?

The TDR logic has now been refined to react more intelligently to timestamps. This isn’t the first time we’ve tweaked this though, so we’ll have to see how it behaves.

Ultimately, the TDR fix is to move from EVE Crews being browser-based to being a locally installed file that can securely react to gamelog files in real time. That’s the dream, at least.

1 Like

Ok, guess screen shots is the best way to answer your questions…

But to make it simple, yes I see the bio tooltip on the XO in Bridge page and on the other XO’s in XO Lounge page.

All the other tooltips for his CC, traits, hull bonus, etc, all show correctly right underneath except for his Hull Affinity tooltip, that one is off centered a bit…

I can also see the tooltips for the Operating Funds and the Command Crew in the Bridge page but those tooltips are off centered quite a bit…

Bridge page Screenshots - starting with Operating Funds, XO, Engineering, Security, Medical, Flight…






All the other tooltips on the Bridge page show correctly underneath…

In the Crew page, all Department description tooltips show correctly except for Engineering, that one doesn’t show a Department description tooltip.. To save space and to let you see their locations, I’ll just post a screenshot of the Security Department description’s tooltip…

When each Department is opened in the Crew page, the Department Chief’s tooltip is also off-centered…

All other tooltips in each Department of the Crew page show correctly, either underneath or above..

One thing to note, at first I couldn’t see the Operating Funds tooltip or some of the Command Crew tooltips on the Bridge page since I normally have the Font Scale set to 150%… I then reduced the Font Scale to 100% which allowed me to view the tooltips… Most of the tooltips were correctly centered.. As the Font Scale increases, the location distance for the off-centered tooltips also increases… All of the above screenshots were taken with Font Scale set at 115%…

For comparison, I’ve included a screenshot of the Operating Funds tooltip on the Bridge page with the Font Scale set at 100% along with the one taken at 115% Font Scale…


Hopefully these screenshots helped in answering your questions…

DMC
o7

1 Like

Thanks for this. Great feedback.

I’ve deployed a fix which I hope will address all the UI scaling issues you’ve highlighted. Let me know.

1 Like

Hi,

I did a full clear with the Opera Devtools, also did the ‘Log-out - Clear Session’ option in Eve Crews settings… Still no change with the off-centered tooltip scaling issue…

As the Font Scale is increased, the distance of the off-centered tooltips also increases…

DMC
o7

1 Like

EVE Crews - Development Dispatch: June Update

It’s been a busy few weeks since I last posted, so here’s a catch-up on what’s shipped.

Officer Biographies (v1.66.x)
Building on the recent overhaul to officer traits and progression, your command staff now carry procedurally generated backstories = origins, service history, the circumstances that led them to a capsuleer’s crew. Hover over any officer portrait for a read. Sub-faction affiliations (the specific Caldari megacorp, Minmatar tribe, or Amarr house your officer was raised in) inform both the bio and future event hooks.

Captain’s Quarters Redux (v1.67.x)
The DOCKED status pill in the top bar now opens a modal linking to a fully restored and updated version of the 2013 Twine adventure ‘The Broken Capsule’. Originally written by me for the EVE blogosphere over a decade ago, it’s been refreshed for the current era and wired into EVE Crews as a docked-mode diversion. It runs in phosphor green because everything is better in phosphor green.

Boarding Actions (v1.67.x)
Submit a gamelog file after after activating a module (or weapon) on a deadspace structure and you may find your Security Chief knocking on the door with a proposal. Boarding actions are timed, narrative-driven mini-operations against derelict structures and vessels, with your Security department leading the breach. Structure type - mining installation, habitation module, casino vault, docked vessel - shapes the narrative profile, the loot table, and how hard the door fights back. Vessel seizure is now a mission type too. Your leader’s traits influence the tone of every bark.

Station Operations (v1.67.x)
When docked, the Run Mode panel is now replaced by a Station Operations interface. Your XO can dispatch a deputy and an away team on one of three mission types: Station Contact, Deserter Hunt, or Salvage Recovery. Away teams operate across multiple sessions while you’re in space, and the outcome lands in your comms when they return.

Assassin Investigation (v1.67.x)
The EVT035-039 event chain has been reworked from a two-beat to a three-beat investigation, with the possibility of a crew member operative turning up mid-chain. Decisions carry more weight now and branch meaningfully.


DMC - your reports have been invaluable as always. The save regression, TDR stacking, and tooltip scaling issues are all addressed in recent builds. And yes, I know you’re still gunning for a fully unified Minmatar crew. The app is rooting for you.

As always: eve-crews.com. Recovery URL if you ever need a clean slate: EVE Crews

o7

1 Like

Ahh, sounds like you’ve done some very cool changes, will definitely have to keep an eye out for those…

Thanks, I actually let the app sit on the back burner for a bit, basically waiting for the issues to be addressed… I’ll definitely get back to doing the test run again, hopefully everything is A-OK now…

DMC
o7

1 Like

Great, I look forward to finding out how you get on.

There should now be a bit more of a bonus for ‘patriot’ crew setups that I know you enjoy, with bonuses for trained faction crews to be aboard their native hulls.

I’ve been enjoying the boarding sidequests - I’m pretty pleaased with how that’s turned out. Still room for improvement, of course and several elements of it that aren’t quite working.

Fair warning: station operations are very janky at the moment. There’s a lot I need to change. Might be best left alone until I can tweak it.

1 Like

My goodness, this is definitely the most fun EVE mini-game I’ve ever played! I’ll definitely keep an eye on it and share my experience. Unfortunately, I’m not a native English speaker, so I have to rely on translation tools to play—honestly, it’s a bit of a hassle lol

2 Likes

Hi Lucius, welcome to the thread and thank you for enjoying EVE Crews.

This project has always been an AI experiment, so your native language presents an interesting challenge I’d not considered. Let me know what your language is, and I’ll see how achievable it would be to translate the content for you.

Edit: After a short interrogation of my AI co-developer, it seems there’s quite a bit more to ‘internationalisation’ and ‘localisation’ than I first anticipated:

Your narrative strings aren’t in a handful of UI components — they’re baked into ship-events.js, the event schema, officer dialogue, tooltip copy, and scattered inline throughout the ~44,000-line App.jsx. A typical React i18n setup (react-i18next, etc.) assumes you can swap <button>Submit</button> for <button>{t('submit')}</button> in components you control tightly. Your content is closer to a narrative game — hundreds of hand-written event strings with EVE-specific tone (“capsuleer,” “hostile engagement,” faction-specific phrasing) that need translation quality, not just string-swap infrastructure.

I wonder what your thoughts on this are:

A cheaper middle ground worth considering: since this is a browser companion app, you could point non-English players at browser-native translation (Chrome/Edge auto-translate the page) and just make sure your DOM structure doesn’t fight it — no weird stuff like breaking sentences across separate spans, using proper semantic text nodes instead of heavily nested inline elements. That’s a much smaller lift than full i18n and might already solve 80% of Lucius’s “hassle.” Worth checking whether the RichTooltip system or Orbitron-styled headers currently interfere with in-browser translation — that’d be a good diagnostic before committing to anything bigger.

Let me know what you think.

2 Likes

Thank you so much for explaining! My native language is Chinese, and I think the browser translation solution is completely acceptable to me. It won’t add too much workload and will effectively address my current issue. Many thanks for making these adjustments! I’ll help with testing right away once it’s done! o7