I reinstalled your main release and overlaid patch-1 for "land mode". This looks much better! A couple of the small bugs I mentioned previously are not fixed:
6. Graphics for the LH icons are awfully low-res; the Emperor and Irulan LH pictures are skinny. See screenshots in the attachment. All of the icons seem very grainy, you can see this especially in the rabban screenshot. The new files from komas13 did not fix this for me. I do not think this is graphics card related.
7. The diplomacy screen always generates a python popup complaining about RTTI data. With python alerts off, the "exit" message is missing, which forces me to go one layer further into the dialog in order to get out.
9. The flags all have black backgrounds. This makes it very hard to distinguish units of one player from another. I recommend that you re-cut the flags with the civilization color in the background instead of black.
11. In file assets/xml/civilization/civ4civilizationinfos.xml, please change the <Adjective> flag for Bene Gesserit; it comes up as German. This is the only one which is wrong.
23. Tech "Dp Desert Expolre" is spelled incorrectly, and also too long. Maybe change to, "Sandsea Exploration"? Some other techs could be renamed to this also, instead of calling everything "desert this" or "desert that".
Some of the longer term items are still there, by number: 1 (Grenade Trooper nerf), 17 (want more early civics choices), 20 (non-vanilla tech icons), 21 (dune-o-pedia unit backgrounds), 27 (move civilization civilopedia entries into DuneWarsText.xml)
New issues:
28. I noticed that the "Apollo project" is still in there as a victory condition; I assume that is not supposed to be there.
29. Civs that start with hover as a free tech get a hover patrol unit as their free scout. This is way stronger than the basic scout that other civs get. The hover is ST 3, move 3; the scout is ST 2, move 2, and defend only. I had a little trouble finding this unit because it is unitclass transport; I guess you recently renamed one of the hover transports. I recommend you make a tiny hover unit which is the base unit for the hover tech, so it will not outrank the basic scout.
30. Worm movement got turned off. This is because the UNIT_WORM1 has TerrainImpassables for deep desert and desert waste. Please remove these, and then you will see the worms moving.
31. In the terraininfos file, hills and peak have bWater set to 1. I am sure that will cause something to go wrong somewhere. Also, there are two entries with description Deep Desert: one is the ocean, and the other is the "real" deep desert added by komas. Please set the description of ocean back to ocean, and coast back to coast. This will avoid confusion, but it probably won't cause any problem.
32. I suck as an artist; but I still try. I have created buttons for sandworm and sandstorm in the attachment. These show up in the sevopedia; currently you are using the pit beast button which goes with the sand beast unit. Could you please cut in these buttons instead of the pit beast?
33. To prepare for the new thumper action, please decide which unitclasses should be allowed to have the thumper promotion and update the promotion file, and also reset iMovesChange for the promotion to zero. The promotion should not give a movement increase, only the ability to drop the thumper.
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In other news ...
I have painfully relearned how to add action buttons in python. I have now locally added a thumper action button. Any unit which has the thumper promotion can drop a thumper, except in hill or peak squares.
I have a new theory about why the AI cannot put new cities on the other side of the sandsea. Please take a look at
this thread. So far it is just a theory, but I like it. Putting a new city so far away from the existing cities would, in fact, be hugely expensive due to the city distance maintenance cost. Maybe if we change that, the AI won't mind doing it.
I have at least a couple of days work to make some more changes to the worm AI. It needs to attack thumpers, not attack units with the stillsuit promotion, and destroy roads. The storm AI needs to damage cities, and cause a storm to disappear if it is too near another storm. If anybody has other feedback about worms and storms so far, I can incorporate it.