This mod is about strategy, resource management and map control. It has the following features: - Unique weapon system that forces you to adapt to your enemy tactics. - The unique gameplay for each of 9 races. Playing the Inquisition is very different, than playing orks. - The cost and squad/support caps of all units now depend on their power so a squad of terminators will be much more expensive than the squad of tactical marines. But it may be much more effective... - Low tiers are now has extremely important, because you will need a strong economics to step into tier2 or tier3. - A lot of new models, some of those were made especially for this mod. The mod is still in beta and has some placeholders (like chaos Hellbrute or tau Riptide). Stay tuned for new patches and releases.

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Beta 3

News 12 comments

It is unfair to hold it back any longer so here it is.

GiFRb3


Here is a small update on mod's development:

I've made some progress at the end of last year, but then RL took over and I haven't touched the mod since then. This version was supposed to contain both Dark Crusade and Soulstorm strongholds and tyranids, but I lost enthusiasm after DC campaign was complete (SS one is way worse even when you only see the strongholds which are the only semi-decent thing in there) and SS campaign is still unfinished. The new tyranid mod version is still haven't seen the light of day (considering Zahaquel told me it was inches away from release 2 years ago) so no tyranids this time either. And on top of that all the people that helped me with this mod seemed to abandon DoW. So, don't expect anything new until tyranid mod is released.

But enough of sad things, lets jump into good stuff. The new version is out and it contains some interesting features:

- Stronghold missions from Dark Crusade in form of linear campaign. Playing these missions brings back memories (not as stong ones as vanilla campaign is, but still). All 7 strongholds can be played with any of GiFR races (including tyranids, when and if they will come out). I haven't tested all combinations of races and difficulty, but it is beatable on insane difficulty with Space Marines (although it will be pretty hard). I also ran missions on random race and difficulty and it seems to work fine.

- GiFR wiki. This site contains detailed information on mod's internal numbers, so experienced players can see whats up under the hood without loading the mod in Corsix. Note that this wiki is generated by a script, so it may have some strange wordings or small inaccuracies, but it can give overall impression on how the mod works and which units can do that. Also I'm not that good with CSS, so the design of the page looks like something from 1980-s Internet. If somebody is willing to help resolve that, PM me.

- Harlequins. Craftworld eldar players will kill me, but I had to give harlequins to the dark eldar. They provide their dark brothers and sisters with a tough melee unit with range damage resistance and a seconday commander that can conceal his attached squad (invisible incubus is can do pretty nasty things to enemy terminators for example) and they fit overall army playstyle (to be fair, they would conflict with banshees and seer council if I would give them to craftworld eldar).

- Other fixes include futher improvements to inquisition, some rebalancing of SM t1 (TSMs start in a 3 men squad that allows building 2 of them in the early minutes of the game), etc. For full changelog see the download page.

Thats it. Good luck on the fields of battle! Warboss-rus

Beta 2 is out!

Beta 2 is out!

News 1 comment

New beta is out. Check out 3 new singleplayer campaigns now!

Fix4

Fix4

News

New fix is released. Overall progress and some news about next beta.

Happy new year and a new fix

Happy new year and a new fix

News 5 comments

Happy new year, Christmas or whatever your are celebrating! This year was very important for GiFR as it got the first international release and I was...

New fix and overall progress.

New fix and overall progress.

News 2 comments

Today, I'm glad to release the new fix that adresses many issues like pink box for wraithguard, missing animations in campaign etc. It also adds a new...

RSS Files
GiFRb3

GiFRb3

Full Version 6 comments

New version includes following features: - New campaign containing stronghold missions from Dark Crusade - Harlequins are added to Dark Eldar - Mod now...

GiFR Beta 2

GiFR Beta 2

Full Version 20 comments

This new version introduces 3 single player campaings from original Dawn of War and Winter Assault as well as many fixes to AI, balance and models. NOTE...

Fix5 for GiFR beta1

Fix5 for GiFR beta1

Patch 6 comments

A lot of balance changes and a new type of the Land Raider

Fix4 for GiFR beta1

Fix4 for GiFR beta1

Patch 4 comments

Bugfix and balance changes for IG, Inquisition and others.

Fix3 for GiFRb1

Fix3 for GiFRb1

Patch 15 comments

This fix brings a lot of balance changes a new unit (with placeholder model) and some new abilities and researches.

Fix2 for GiFRb1

Fix2 for GiFRb1

Patch 1 comment

This version doesn't include many new units or heavy balancing changes, but small touches here and there improving the GiFR experience.

Comments  (0 - 10 of 286)
Guest
Guest

the dreadnought icon is missing in the machine cult building, it is impossible to build those machines.

original dow campaign

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BlackRangerXIII
BlackRangerXIII

I'm having a Fatal SCAR error on the first marine mission in the Original DoW Mission

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darkwalker01
darkwalker01

Do you have a fix for the chaos dreadnought bolter,i am talking about the color it is pink.

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sage12
sage12

the order mission of the first campaign cant complete it caz theres no way to move reinforcements forward

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TwelveEyes
TwelveEyes

Build the Colonel from the infantry barracks. The button to move reinforcements forward then appears.

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TwelveEyes
TwelveEyes

Any chance for a release with DoWPro/FoK Tyranids instead of waiting? I know that you said you would release a new version after the 0.5b3 Tyranid mod release, but I think it might be more advantageous to just use the DoWPro/FoK Tyranids instead of waiting for the Tyranid mod. It could turn out the 0.5b3 release is still months or even years away despite being "just around the corner".

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Warboss-rus Creator
Warboss-rus

I had DoW2 tyranid models (DoWPro\FoK are essentially backports of DoW2 models) long before these teams released it, but there is too few models to fill the entire GiFR race (for example, I need more buildings). In my internal version there are models from tyranid mod, tyranid painter, DoW2 and even some exclusive ones that you can't find anywhere else. The only problem is tyranid mod doesn't give permission to copy their content into another mod. So there is no other way (believe me, if were was a way, I would've released it 2 years ago)

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TwelveEyes
TwelveEyes

Well, you could do what the UA team did, and make the tyranid mod a dependency in the module file. That way your mod doesn't have to contain the actual models from the tyranid mod team, and you don't **** them off. You could also release a tutorial to move the models your mod uses from the tyranid mod into the GiFR mod folder, so people could integrate them on their own, getting rid of the need for the tyranid mod dependency.

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Warboss-rus Creator
Warboss-rus

I would've done that already, but there is a problem. In DoW data folders have more priority than SGA archives (even if those folder are in a required mod and archive is in the main one), so I would have to override a lot of stuff from Tyranid mod in mod's own Data folder or don't use SGA at all, which is unfortunate, because SGA packaging not only saves space, but also improves loading times and RAM consumption. I've talked about this issue with Tyranid Mod team and they promised me, that in the next release their mod will contain a separate submod that will allow modmakers to only include resources needed. Thats why I'm waiting for their release for 2 years already.
As for you suggestion to write a guide to move content into the GiFR, I've seen a lot of questions regarding installation, so I want to keep it as simple as possible. Removing dependency from module file will also break multiplayer between people that removed it and people that use the required mod. So its either always require or don't require at all, there can be no in between.

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Guest
Guest

when you are playing the inquisition tau stronghold mission you are seeing the tau as allies

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Highest Rated (3 agree) 10/10

Awesome mod!

Aug 19 2014 by Steellegion(bf.ST)

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