OK, another pair of things.
First, at game load I am seeing a Python error:
Code:
Traceback (most recent call last):
File "BugGameUtils", line 342, in callHandler
File "CvGameUtils", line 359, in calculateScore
AttributeError: BugEventManager instance has no attribute 'iMaxPopulation'
This indicates that the CvGameUtils.py file is apparently still being loaded. It is unneeded. Everything it used to do is now done by FinalFrontierGameUtils.py.
(The particular bug happens because of they way it is assigning "FinalFrontier = CvEventInterface.getEventManager()" which now returns the BUG event manager. The version of this function in FinalFrontierEvents.py uses the now correct "FinalFrontier = CvEventInterface.getEventManager().FinalFrontier" to find the event handler object defined in the FinalFrontierEvents.py file - that link is set up in the __init__ function.)
The BUG Python code does import CvGameUtils in a number of places. In fact, so does one of the FF Python files (CvAI.py does, but it never calls any functions from it). I had no problems with it in FFPBUG with no such file in the Python folder (so BUG must have been importing the default one from BtS).
By the way, in addition to the old CvGameUtils.py file 1.71 also has the old CvFinalFrontierEvents.py. I expect you can do away with that too.
I have run it with both those files deleted - so far so good.
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Second:
I am getting the old "you built your first unit of type blah" messages except that they are reporting the regular and incorrect BtS messages. When I built a cruiser (well, battlecruiser since I'm playing as The Brotherhood) I got the message for first gunpowder unit. When I built a battleship, I got the first siege unit message.
Weren't those fixed before?
If it had been fixed then it seem like the BUGification process undid the fix. According to my notes, I just recently spotted an error like that (siege unit message for building a battleship) in a test game with FFPBUG bete1 + patch 2 + advanced unit naming patch + a few experimental AI tweaks that I may finish in a week or so (aimed at fixing some of their passivity problems and their insufficient use of PDSes to protect their systems - and maybe something for the low level of invasion ship usage too, but I haven't gotten that far yet).
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Third (I know, I said "pair"):
There were two mysterious happenings that I have no good explanation for.
The first one is that, right at the start of the game, when I clicked on the system's name bar to get to the city screen the entire game froze for at least 3 seconds, probably more like 5. Mouse hovers didn't work and the city's name bar went blank. It lasted long enough to notice and become concerned. But then it continued on as normal and didn't happen again. This may have just been a timing glitch with my computer - something may have happened in the background that prevented it from loading the data for the city screen in a timely manner, although 5 seconds seems very excessive for this sort of thing.
The second one was even more mysterious in some respects. It produced a pair of Python errors while I was rapidly moving the mouse from the right side of the screen (where I had it to make it scroll to the right) to somewhere more central, possibly down buy the overlay at the bottom. It probably passed over the scoreboard on the way. These are Python errors that it logged:
Code:
Traceback (most recent call last):
File "BugGameUtils", line 342, in callHandler
File "BugGameUtils", line 297, in <lambda>
File "FinalFrontierGameUtils", line 650, in getWidgetHelp
AttributeError: 'NoneType' object has no attribute 'getX'
Traceback (most recent call last):
File "BugGameUtils", line 342, in callHandler
File "BugGameUtils", line 297, in <lambda>
File "FinalFrontierGameUtils", line 650, in getWidgetHelp
AttributeError: 'NoneType' object has no attribute 'getX'
The specified code in the getWidgetsHelp function should only run when in the city screen since it is for the planet widgets. But I wasn't in the city screen at the time.
Like I said: very mysterious.