I am known as Cylarne on Relicnews and many other places, but here on MOD DB, and Skype I am known as Lord Doofus, my preferred name as it is easy to change................ I am a developer for the Dawn of War game, and my mod is the Ultimate Apocalypse mod. I did A LOT with it. I am a coder, map maker, mod tester, AI developer, hex n' tex maker, FX maker, makes 2D images, voice act for units, make (poor quality) videos, scar code, create campaigns (with non lore related), GUI developer (expert at that), and finally I can make the "impossible" possible with super passionative thinking and enjoyment of developing games.

RSS Reviews  (0 - 10 of 52)

[DC] Veteran Mod

Mod review - 4 agree - 1 disagree



Quadra Mod

Mod review may contain spoilers - 2 agree

This mod is somewhat entertaining at first as it introduces you to a new gameplay style. Is it fun? Well, that is indeed the question. Is this mod fun to play for the most part? Find out. Let me tell you the details.

Campaign/story: N/A
Aesthetics/graphics/art: 9/10
FX Introduction: 7/10
AI: 3/10
Gameplay/Fun Factor: 3/10
Performance: 8/10
Balance: 8/10
Mod Content: 5/10
Worth the download? 6/10

The gameplay has changed drastically. While it is new, it is not new and refreshing. It is rather new but boring.

While the mod offers interesting icons like Strategic icons ontop of critical locations, slag deposits, and provides new FX overhaul; everything is implemented poorly.

Unit squad sizes feel less of an army and feels smaller than DOW 2 armies at lots of points while your income is so low and confusing to get and obtain.

Unit costs are silly. Units also take weird damage even worse than my mod. Vehicle armor can't stand the fire power of commander bolt pistols for example and costs... tons of requisition? Generators blow up very easily in two seconds by a squad of basic infantry. I played 4 games so far testing out each faction and not one of them was entertaining. I gave the mod a chance but... the gameplay is just not good. I can go on and on and on.

So what about the content this mod offers? FX and skins, pretty much it. It's good to look at and is pretty, but again not designed well and the ideas implemented in the mod could have been far better handled.

I can't even figure out how slag deposits for example work in this mod.

One rule of thumb is, don't fix what isn't broke. I know other mods like ... blast I forgot the name. Something like "Age of Death" tried to revamp the entire gameplay making slag deposits do all the work with one resource. Which was a nice try, but it fails flat like this.

However, don't give up on it as this mod has much potential! This mod has ideas in it no other mod has. And I congratulate you for implementing SOME of it quite nicely. Is this mod fun to play for the most part? I think not, this mod makes me want to shoot myself.

So pros though? It is interesting and if you guys out there are looking into trying something new, then this is for you. ;)


Adeptus Mechanicus Explorators

Mod review - 6 agree

I forgot how I usually write reviews so I'll just keep this short and to the point.

This mod is cool! Adds a new faction and absolutely different from everything else. Military focused and no base building.

- While the idea is nice, I'm not feeling the gameplay. I believe in the past the drones lose morale and stuff then die off and are unable to attack... Loss of morale happens way too easily then the unit becomes useless. Yuck.

- Improvements were made. Very good improvements.

- Faction is underpowered and there are weird research placements + tech system is slightly confusing/longer than others.

- Unable to build both Paladin Knight and mobile HQ is a huge miss. Heroes are not as powerful as other factions as well and I think there is a balance flaw here. Especially when both relic units of this faction cannot 1v1 other relic units.


DoC - Planetary Conflict 0a1(Dead)

Mod review - 4 agree

Edited rating from a 2 to a 10 (the ten is temporary). The reason being was because the developer took notice in my review and made an effort to fix things. I really appreciate that and will remember that. Good luck on your official release!

--- OLD REVIEW ---

I am terribly sorry to rate this at a very, very low score, but this mod is not at all... accessible.

So let me clarify a little bit more. The download procedures the developer has laid out is a complete and utter mess. Like how mods should be released, it should provide instructions of how to install the mod, maybe tell a little about what it does or adds, and at least demonstrate what this and that download does. This mod does none of it and will leave your head spinning.

Once however you are smart enough to get past that (like congratulations for 80+ IQ points guys bravo), the mod itself in size is about... 4 gigs (compressed). Not bad, but you will then need to install 3-4 more contents.

After a long waiting period of installation, you will then figure out... the big problem that this mod delivers. Now I'm not a fan of how my mod is setup either where you need to acquire 3 separate factions just to get the mod working (thank other modders for that), but this mod is ridiculous in the amount of folders you need to run the mod. And it comes with no instructions inside.

The mod basically includes, get this, separate winconditions, art work, and etcetera ALONE within different folders slapped into a requirement of a .module file. Imagine like the Tyranid mod coming with a Broodlord unit, outside of the Tyranid project half complete. It's essentially this mod.

It only gets worse (but this is not this mod's fault). This mod requires Renegade Guard. Now, you're probably thinking "Cylarne, wut's your problem?", Renegade Guard has periods in the name of the directory and module required to run this mod. DOW mod managers will not recognize combiner mods with mods that contains periods in its name. Therefor you would not be able to run this mod in the first place, even if you have everything installed correctly. So you have to rename renegade guard and etcetera until you figure out that the main mod is unselectable (unplayable).

So now when you get to that scenario (congrats for 10+ IQ points because you lost another 70) and after hours of work trying to gaspingly get the mod to work, you finally run the mod and the thing crashes saying I am missing a Necron turret from Soulstorm vanilla. THANKS.

Download the mod yourself and you'll see the mess of what I mean.

Now, this review is not a hate review, but simply put, feedback to the developer, Red Taurans Team. Please, please, combine all of your art, winconditions, and etcetera into your main mod, set so the main source of your mod is playable, and finally add instructions so this mod is at least accessible. I will change my review once these things are redeemed.

Thanks for reading!


Thousand Sons mod: - All Is Dust!

Mod review

Will write my review later when I have time.

(4 months later)

Welp, I did forget about THIS review in particular, but not this one:

This is a well made mod and I so recommend it.


Revamp Expansion Mod (RVE)

Mod review - 1 agree - 1 disagree

Sadly, I change my vote from a 10 to a 5. Reasons being, while the content has skyrocketed into great levels, the overall gameplay was REVAMPED in a bad way.

Campaign: N/A
Gameplay/mechanics: 2/10
Replayability: 2/10
Learning Curve: 4/10
Balance: 9/10
Art/animations: 10/10
Content + 3 bonus points.
AI: 8/10
Worth the download? 4/10

Overall RVE is an average mod via gameplay. The epic feel from once was RVE is destroyed, but I'm glad to see it still continue as a community. Everything takes way too long now to do anything, AI difficulty even on easy feels like impossible to beat so I can't even explore everything, and experimentals? Cost WAY TOO MUCH, and TAKE WAY TOO LONG to get. So, they also die like flies when you are available to get them. They're not even worth getting.

About nukes. They were perfect in RVE years ago, but now... nukes in this mod is nigh crazy. To get an anti nuke, you need like tons of research points and are EXPENSIVE to build ONE. So your base gets blown up in the end easily, but the strange part is, units are way more effective than turrets and turrets cost more... like I think 10x more, 2000 mass for ONE turret?

*sigh* and the gameplay is too slow to do anything. Your economy is sitting ducks in the beginning, and while they do get sniped easily by... easy AI... you can't do anything because fielding a single unit takes too long and it feels wrong. Everything feels wrong.

Wonky game mechanics from the past (the good version) remains in this new one, and quite frankly I'm disappointed to see my all time favorite mod not go so well. :(

It has gotten better in the updates, but I thought to try it again recently, but NOPE. Same scenario, same reasons to not play and I'm sorry about this one.

R.I.P. Supcom II.


The Eranthis Project

Mod review may contain spoilers - 6 agree

Download this mod RIGHT NOW! Best icons made that beats any other DOW project, great new sounds, great new maps, great new textures, and it works with any mod which is perfect.

The mod captures the visual and audio appeal splendidly (especially visual ;))!


The Dance Macabre - Harlequins Mod

Mod review - 5 agree

I found this mod to be quite impressive. For a beta, it's outstanding, and this mod is on the right track.

Gameplay/mechanics 10/10

Balance 8/10

Graphics/art 10/10 +1 point for intense FX and sounds.

OE and animations of models 8/10

Mechanics 9/10

AI 10/10

Learning Curve 9.5/10

Finish feel bonus +1 point

Worth the download? 10/10

Great faction indeed. I liked the hero a lot, the Shadowseer, compared to most hero units, she is really fun in comparison. What caught me as a learning curve slight negative was the power resource and the need to build listening posts then click the ability. Not bad at all though.

The aesthetics man... its probably better than Chaos Daemons and the fx do not clump. The sounds are amazing and the animations of most units are really good.

However, as the final unit (The Laughing God), there are no sounds applied to it. The running footsteps are missing, the combat sounds are missing, here missile attack sounds are missing, the ability has no sound at all, and the Laughing God (Spirit Walker?) is very weak (7,000 hp). Not impressed by it that much, but her face is really cool as it changes.

Overall great job! You nailed it almost down to the nit picks. All units seem useful, oh wait right, the Death Jester needs to be reworked coding wise, his minimum range is too high and I need to retreat 'em to fire and all.

Last little nitpick, change the default combat stance of the Wraith Walker from assault to ranged stance otherwise his weapon upgrade becomes useless, or at least have it fire on the move.

Again great mod! It is SUPER awesome and I enjoyed 97% of it.

PS: I found this mod with the factions hub. :p


Legio Titanicus for Ultimate Apocalypse

Mod review - 15 agree

Awesome addition to UA. Might I add, I did not do this. xD Cheers to the fans! Seeing such great work and contribution to DOW Community.

The review field must be at least 150 characters in length. The review field must be at least 150 characters in length. The review field must be at least 150 characters in length.

There we go 150 characters.


Eternal Confrontation

Mod review - 5 agree - 1 disagree

Great mod! Turned out a lot better than I expected, and I feel this mod is in competition with other mods like Codex, Dark Prophecy, UA, F/POK. It has made my top 5.

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