EVE Hacking Simulator

Hi all,

As a frequent explorer who loves the gameplay of scanning and hacking I’ve made a hacking simulator based on the in-game hacking minigame:

Feel free to check it out here and let me know what you think!

7 Likes

Would be worth considering making an HTML version or if compatible upload it to something like Itch.io or such so people can play it in their browsers (and as such also on their phones) as well instead of having to install it. :thinking:

1 Like

Noted, you’re not the first to give me that feedback. :smiley:

I might look into it.

2 Likes

I’m not at my computer to check.

Is this source code available?

Meh, I’ve already had Minesweeper since 1989.

1 Like

Yes, it’s at the linked github page. Take a look if you want!

It definitely reminds me of minesweeper too!

Funny story, I started this project looking through some examples of minesweeper made in python that I found online to see how they handled a UI with grids and buttons.

(The game would’ve been a lot easier had it too been using a square grid of adjacent buttons with static text values instead.)

2 Likes

Made a couple of updates to the tool:

  • added difficulty settings
  • updated kernel rot assumption: the damage it does rounds down indeed
  • updated rule of 8 (for some reason I misremembered it as rule of 7, oops!)

For anyone who tried it yet, feel free to let me know what you think!

Big update: a menu

I’ve added a menu for easy selection of starting values and difficulty:

Please give it a try and let me know if there are any more things I should improve!

I just updated the code to version v1.1 and added three rules I missed before:

  • start node now prioritizes nodes with the least neighbours
  • defense nodes cannot spawn next to the start node
  • non-defense encounter nodes also adhere to the ‘rule of 6’

There still are more mechanics on my list that I wish to look into, so expect more updates to come.

Update V1.2:

Data cache spawn rules have been improved to more closely match EVE’s minigame.

  • data caches only spawn on nodes with 1 to 3 neighbours
  • data caches do not spawn next to the start

And update V1.3:

Activating utilities now triggers all turn-based effects too, not just that of the utility effect.

Update V1.4:

Updated the core spawn rules, also known as the ‘rule of 8’

  • counting distance for the core now ignores the gaps and does not follow pathing (like I assumed before)
  • the rule of 8 now is ignored if ‘not enough’ candidates for the core location exist

(‘Not enough candidates’ seems to be at least ‘less than 3’ according to multiple examples I’ve seen, but could be higher than that. I will update and increase this number if I get more info.)