System connection/numbering is super weird in this version.
Started a new game, 1. 7.
Random Stars, 100 star limit, 50/15 for local.
I wanted to 'map' a galaxy by space master exploring all the jump points.
Firstly, I could go over 100 systems. I stopped at 101, but definitely could have gone more.
Secondly, only one exploration led back to another system, which was sol (and had an unexplored point).
Third, I noticed in a previous version that if your system theme runs out of names, it will start labeling them "System #x" where x is presumably the internal system id. (which isn't available to display easily anymore)
In 1. 7, this results in "System #0" every time except one, which was for some reason "System #-3"
I know Sol is canonically id'd as system 0, so I'm guessing that this is tied to the fixes for the other Sol related jump point connection issues.
100 Stars limit is not exact limit. This tells Aurora when to start generating new Systems but all the systems already generated before reaching that number do have already their JP generated prior the reach of the cap. It is quite normal to have more than 100 systems. What is intended with 100 system limit is to do not reach 200 or even 250 for instance. This was also for VB6 Aurora. It can happen to have dormient JP and I think it's same for C#, I believe I've asked once during development and Steve confirmed. The last part I don't know, maybe a bug.
I'm not sure where your information is from, so I tested it myself.
In a
random stars game, vb6 aurora, the game will only generate systems from 1 to the cap. Sol (0) seems to be excluded from any rules.
You can change the limit at any time, but if you try to force generate a system with no free ID's between 1 and your cap, the game just crashes.
Additionally my understanding was nothing existed beyond a jump point until it was explored. Until then it is just a vacant exit leading to somewhere or anywhere.
Dormant jump points are what happens when a new system's jump point rolls an already existing system that has been explored, and it adds a new jump point.
Anyways, C# 1. 7 : Seems to not be assigning ID's to systems in the usual fashion, and is not linking to existing systems, possibly for that reason.
I also did some testing in 1. 6. 3 to see the differences in galaxy generation. On a 100 system limit, things were mostly as expected, but I was getting some numbers like 102, 105, and the -3.
All of these numbers that fell "out of bounds" were systems that were within the local generation limit of 15. For example, it was something like 91 connected to 102.
In vb6, local generation wrapped over the limit, so ID's like 999 could connect to ID's like 2, 3, 4.
Anyways, working as intended or not this is what I've found. Hope it's useful.