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When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.



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 Post subject: Too many empty systems
PostPosted: Fri Jun 30, 2017 2:28 am 
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Space Squid

Joined: Mon Aug 27, 2012 7:24 pm
Posts: 56
I just quit a game where my home world was in the middle of a block of fourteen empty systems. There wasn't a single planet (let alone inhabitable) within supply range. The game before that had a single system within supply range, but nothing inhabitable.

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PostPosted: Fri Jun 30, 2017 7:43 am 
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Vacuum Dragon
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Joined: Sun Sep 25, 2011 2:51 pm
Posts: 500
Um... what galaxy generation settings are you playing with?

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PostPosted: Fri Jun 30, 2017 1:24 pm 
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Release Manager, Design
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Joined: Wed Nov 16, 2011 12:56 pm
Posts: 4241
Location: Sol III
@spikethehobbit: can you post the complete game setup parameters (seed, galaxy age and size, monsters, natives, specials etc.) and the exact FO version/build you're using so we can recreate the situation you encountered? Because there are checks and corrections in place in the universe generation scripts that are supposed to prevent such situations. If you end up in starting locations with no planets at all in the near vicinity, that would indicate a bug.


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PostPosted: Sat Jul 01, 2017 3:38 am 
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Space Squid

Joined: Mon Aug 27, 2012 7:24 pm
Posts: 56
I play trunk. The only private mod is a custom species.

I don't have the random seeds anymore. Sorry. I'll keep an eye out for if (when) this happens again.
Systems:150
Galaxy Shape:Random
Galaxy Age:Random
Starlane Frequency:Low
Planet Density:High
Specials Frequency:Medium
Monster Frequency:High
Native Frequency:Low
Max AI Agression:Maniacal
Number of AI Players:6

Edit:Young Galaxy has a high number of empty systems.
Edit2:Young and Ring galaxies can have large empty areas. I'm trying to generate one that has a start zone in the middle of one.
Edit3:Disc galaxies are candidates as well.

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