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Golly, that all sounds rather fine. Good luck and more power to your elbow!
Thanks for the reminder, I knew my memory was a bit shaky. Also, those additional units sound super exciting. Would you remove the cockpit glass (no idea how easy it would be to change the materials) from the Bureau Sectopod? Could be a bit odd seeing its Sectoid driver [cramgaming.com].
This is mostly outdated: it compensated for a SLG glitch that made MECs uncommon and because other enemy mods were outpopulating MEC pools. Those aren't issues anymore so it's fine to unsub from this unless you want to add simple MECs for corpse reasons.
Additional units will be released as a separate mod when I have time to finish: Mortar Sectopod (EU mesh), MEC Trooper (EW MecCivies mesh), Enforcer as an Anti-Riot (Stun 1 action) MEC, Strider as an attrition/skirmisher sort of role. I'd like to make something from the Bureau Sectopod and EW Seeker but haven't started learning how to reconstruct the animsets from the individual extracted anims.
Finishing this first unit pack will take a bit and there are remaining design issues and things I want to prototype before release. It'll be a new mod anyhow but no promise for ETA
2 Near-Vanilla MEC Variants. The Strider (smaller) and Enforcer (standard size).
Only a vague idea how they differ from vanilla baddies. I did use this mod in a campaign which got borked by SLG, think the Strider was lower HP with more movement. The Enforcer I've no recollection of.
Fixed an issue where the Skulljack objective caused MECs to stop appearing in tactical
Does that fix address the changes you've made to the appearance of MECs (or lack of), Natural Causes?