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As for the Tyranids I actually included them for the next update! You'll have three different packs with 1 Tyranid Warrior (they have and give synapse) in each, plus base gaunts or gargoyles. Also a pack of spores since lore says they float indefinitely.
I've changed some spawn distances to get more variety as well. Also noticed that I put a map spawn limit, so the cannon/pylon will have a big mimimum spawn distance to limit them a bit.
Cheers for chucking in my suggestions and yeah that's a shame about the Nids synapse mess. Wish there were some Eldar Harlequins in the dlc then we coulda chucked some of them in :D
As for the Tyranids, yes the lack of synapse will hurt them. I wish the tunnel gave adjacent synapse so I could sort of make a burrow protected by gaunts.
I've made an update fixing this, added many new packs (including your suggestions), and including Kabookie's neutral packs in the configuration file for the world generation. The mod is dependant now so you'll have to use it but it's a well done one, and variety is the spice of life as you said! ;D
Also none of the default neutrals spawned at all (kroot hounds, vespid, catachan devils etc..) so you may have to add them into the mod list as well if that's something you're able to do. Variety is the spice of life after all haha :D
Ideas could be:
* Malfunctioning Necron Gauss Pylon
* Frenzied Flayed Ones
* Crazed Ork Weirdboy with some orks
I'll think of some others. I'm trying to justify some Nids but them reverting to animals because of no synapse unit might make their morale so bad that there's no point adding them in.