Hi Xaos, welcome to DuneWars! Great to see that the mod has encouraged you to de-lurk and start posting.
As for some of the particular issues:
My only real gripe about the mod is the long wait time between turns.
This is a common problem with many mods on low performance machines. What map size are you playing on, with how many opponents? Some of the effects like sandstorms can increase the runtime a bit, as can just having large n
Dunewars is much better than many mods in this regard I think (eg Rise of Mankind and such).
All I can really recommend if you are having runtime issues is:
a) play smaller maps (small or standard are the best - I typically play standard map size with 9 civs and Epic gamespeed, Emperor difficulty).
b) upgrade your PC
Minor issues: The game (for me anyways) doesnt seem to allow you to have less then a full list of opponents.
This doesn't sound right, I don't think I've ever experienced this. Not sure what could be causing this.
. Also the leaders are not unique. I had 3 Erin Malkys and 2 Bene Theliex
This also sounds very strange. I have never seen a game with more than 1 of each faction unless I have more than 9 players.
Is it possible that you somehow have the Revolutions options turned on, so that extra AI players are spawning during the game? This often happens if you starting playing DuneWars after playing some other mods.
Go into My Games/Beyond the Sword/CivilizationIV.ini , search for GameOptions and make sure that the GameOptions = biglongnumber has that number made up entirely of zeros.
The Technology 'Artificial Spice' doesnt seem to do anything.
Yes, this is currently a placeholder. There will be a "Project Amal" wonder here, which will provide extra spice resources to the player - very powerful.
The max I had was 134 tiles transformed. Is this intended to be so difficult?
We've only just introduced this method of the terraforming victory (it used to be quite different) so we are still very much process of balancing this requirement, so we're looking for feedback. Did you have a lot of Reservoirs of Liet built?
The unit 'Inquisitor' also doesnt seem to do anything
The inquisitor should be the standard vanilla inquisitor, that has an ability to purge non-state religions from cities. It doesn't do this?
The Computer AI doesnt ever seem to like any other strategy but spice.
This depends on the particular faction/leader. The Fremen and Atreides prefer Arrakis Paradise, the Ecazi and Corrino prefer Arrakis Spice, most of the others don't care, but don't understand the benefits from terraforming (but do understand the harvester yield bonus) and so tend to go for Spice. I actually kinda like the way this plays out; terraforming is probably more powerful overall, but it makes you a diplomatic leper if you pursue it, because it risks destroying the spice.
The computer never seemed to build very large empires. Early in the game, every other civ seems quite content to have only 2 cities.
Also odd. What difficulty level are you playing at.
Are you sure that the computer hasn't built more cities on other "islands"? The AI is pretty good at transporting settlers to other islands - and particularly likes to contest the polar zone early in the game, with its high water income.
Religion also seems very difficult to spread.
It depends a lot on the religion. Every religion has different spread mechanics. look in the Duneopedia for details on each religion. Imperium spreads very rapidly, but is easily displaced. Mahdi spreads only by conquest. Tleilaxu Zensufism is Tleilaxu only. Shai-Hulad is available early but is very slow to spread. Quizarate spreads by missionary only but also wipes out all other religions when it does spread.
Imperium or Quizarate are the only ones really with a chance for religious victory - and Mahdi could get holy war.
after 10 turns they convert right back to whatever they were and somehow start purging their cities of my religion
Which religions and factions? Some leader have a preferred religion (Shaddam wants to be Imperial, Ecaz wants to be Landsraad, Leto II wants to be Quizarate, etc.) while others don't care.
Not sure what the sand worm AI is, but they always seemed to just hover around the edge of my cities
Worms have AI to chase down units; they move randomly unless there are units nearby, and then try to chase down the units (attracted by the vibrations). Unfortunately I think there is still a bug from an older version, when the worms could travel onto rock tiles; the worms are attracted to units within 2 tiles of them even if those units are on land. Hence why they hang around your cities.
Sometimes I could kill them with scouts. other times lvl 7 units couldnt even scratch them. they seem to have a wide range of power levels
Worms aren't supposed to be killable. They're natural hazards, not normal barbarians. They will go away once they eat a unit or destroy a harvester though, so there is always the option of feeding them...
I don't see how a scout could ever kill one, the smallest worms are strength 20.
Maybe it was just the settler difficulty, but it seemed to me that money was rediculously easy to come by in the game.
Ahh. Settler. Yeah, thats not really going to be very much fun. Highly suggest you crank the difficult level up. I recommend at least 1 level higher than whatever you normally play vanilla civ at. Personally I like Emperor or Immortal.
Thanks very much for the feedback anyway, glad you're enjoying the mod.