Hi guys. I'm loving the mod so far - keep it up! I really like the mission as a way to get hold of a Mec. To me it makes a lot more sense than rebuilding one from old werckages - the avenger doesn't have a giant-robot-assembly facility! But that's just my opinion; other people disagree, so I think you've taken the right approach in giving people an INI file that they can configure to suit them. Would it be possible to add the mission desciption to one of the mod's INI files so people can replace it if they want? Here's my idea on a lore-friendly way to capture aliens. Doesn't sound like that much fun to code, though: Create a craftable item that a soldier equips to a utility slot, a short-range weapon that does, say, 3 damage. Call it an 'Arc Thrower' :wink:. If the player uses it to kill an alien in the field, they come back with a loot item called "captive <insert alien here>". Once the player has the captive and have built a Psi-Lab (and - optionally - have at least one healthy Psi-Operative), you can run a reseach project called "Brainwash <insert alien here>". After this research is done, remove the "captive <insert alien here>" loot item and add the alien trooper to the armory. I'm sure you get the idea. The details can be fine-tuned or tweaked to suit: The 'Arc Thrower' could just be a property added to a GREMLIN's Combat Protocol perk. Or it could be a new ammunition mod ('Sedative Darts' etc). Et Cetera. I've also found a bug: The 'Rescue Mec' Mission was available from the start of the game for me. I didn't notice that it was supposed to only open up after I'd researched Resistance Radio, so I researched it in the first month, which gave me a mission on the global map - and every time I tried to load it, the game crashed. So I left the mission where it was and re-did the Rescue Mec research after I had reseached Resistance Radio. That made another mission which works fine. I still have the buggy mission showing on my map, though, and it still crashes the game if i try to do it.