Bomb Bloke, on 10 December 2012 - 10:43 AM, said:
I have such a save of my own, but oddly enough the forum doesn't seem to want to let me attach it to my post at the moment.
I'm not 100% sure this is all there is to it, but my few quick tests suggest the issue is triggered by loading a save in which zombies exist, but Chrysallids do not. The game doesn't load the Chrys sprites (because during the init stage it didn't see the need), so if you hatch the zombies you see nothing. Saving and reloading after hatching them sorts it.
This behaviour appears unrelated to Extender (or any other mods) and is just another bug with the game itself. You should be able to reproduce it fairly easily with my battlescape save editor (the only keys you need to know are F and L to reveal everything, then Ctrl+X/C/V to cut/copy/paste units. If you bring up a unit's stat page while fog of war is disabled you can change its race).
Klatuu Verata NECTO!
I found the source of this problem and will include it in any future release of the Extender.
I guess the Gallops wanted to reduce load times for those old slow hard drives: When the battlescape engine starts, only the graphics for active units in the UNITPOS.DAT file would be loaded with the addition that the Zombie's PCK and TAB files are loaded if a chryssalid is an active unit. However, there was no additional code to load the chryssalid files if none were active but zombies were present. Since load times are not a consideration any more, simply removing the code to skip dead/inactive units fixes this problem.