...Waspites, Anthropods and the Gazers (I don't like MIB), and that fixed it. I hope you can add them in later, at least Waspites and don't put MIB in hehehe.
I avoid making changes in alien's missions or UFOs so far. There are a few mods for improving alien behaviour and they work fine with Awesome Guns modification. I recommend to use these mods:
- Lukes Expanded Terror Mission
- Solar's New UFOs (be careful, only version 1.1 is for stable game's release)
And yes, I am thinking about extending the alien races.
Another question. Does enabling any of the Advanced/Mod options that are already in OXC break anything? I had Improved Base and Improved Heavy Laser checked.
The Awesome Guns is FULL modification, therefore I ask to set all option "NO", especially:
- Aliens Pick Up Weapons (Awesome Guns set this option to ON)
- UFOextender Gun Melee (Awesome Guns set this option to ON for several type of weapon, ex: rifles, shotgun and heavy cannon)
- UFOExtender Starting Avalanches (Awesome Guns has their own starting schema)
- XcomUTIL High Explosive Damage (Awesome Gun introduces balanced Grenades and Explosives)
- XcomUTIL Improved Ground Tanks (Awesome Gun introduces balanced Tanks and HWP)
- XcomUTIL Improved Heavy Laser (Awesome Gun has their own Laser Weapon Arsenal)
- XcomUTIL No Psionics (some kind of weapon depends on Psionic research in the Awesome Guns)
- XcomUTIL Pistol Auto Shot (it makes game unbalanced, Awesome Guns introduces the Machine Pistol)
- XcomUTIL Starting Defense/Defensive Improved/Improved Base (all three options should be OFF, Awesome Guns has their own starting schema)
I recommend to set ON for:
- UFOextender Psionic Line of fire before 1.5 release (especially if you play IRONMAN), from 1.5 release Awesome Guns has their own property for psionics
- XcomUTIL Statstrings (if you prefer to see more information in the name of the soldiers)