The Soulstorm: Strongholds mod unlocks all seven Dark Crusade and all nine Soulstorm campaign stronghold missions, allowing them to be played directly from the skirmish menu. Compatibility is included for all vanilla and most mod races, which means that the Dark Eldar and Sisters of Battle can be used on the Dark Crusade missions, blue-on-blue match-ups are permitted, and support is included for the following mods:
Any other new race mods that are released will be added to this list. This should be a fairly easy process, as I have re-coded all the mission SCAR and NIS files to make it as simple as possible to add extra race compatibility.
The infamous Dawn of War narrator's voiceovers have been included at the start and end of each mission, although these can be skipped without affecting anything else.
As an added bonus, I have included two (sort of) new missions, entitled Mannheim Bay and the Suratha Precinct. They're basically conversions of existing missions from Dark Crusade and Soulstorm, using the Steel Legion as antagonists.
Full instructions on how to get this mod set up correctly can be found in the readme file accompanying the most recent release version (currently v1.4.1) including a list of all required and optional mods with download links. I strongly advise that you check it out before you get started.
Q: Is Soulstorm: Strongholds compatible with Ultimate Apocalypse / Titanium Wars / CornCobMan's Funmod / DoWPro / Dawn of Immolation / Codex / Epic Legions / Dawn of Coalescence / Galaxy In Fire / whatever mod?
A: No. All of these mods make major changes to the basic file structure of the game, especially to the makeup of the basic nine factions, which renders them incompatible with Soulstorm: Strongholds. Basically, if a mod isn't listed in the Soulstorm: Strongholds readme file as being compatible, then it probably isn't.
Q: Will you be adding support for race 'X'?
A: Rest assured that I am following the progress of all new race mods as closely as possible, with an eye to incorporating them into Strongholds if at all possible. I have only two criteria for inclusion: (1) the mod must be good; (2) the mod must have reached a relatively stable point in development where few if any changes to the squad and building rosters are expected. I have just finished incorporating the Thousand Sons mod pending its eventual public release, so as soon as it is released you will be able to play them in Strongholds. I'm also eagerly awaiting further developments with the Blood Angels, Ultramarines, Adeptus Mechanicus, Vostroyan Firstborn and Praetorian Guard, so check out their mod threads at Adeptus Modificatus on Forums.relicnews.com for updates.
Q: Can this mod be played in multiplayer?
A: Not a chance. Quite apart from the fact that the missions aren't set up for this, the amount of scripting required for stronghold missions would cause all kind of sync errors if you ever attempted it with multiplayer (both cooperative and competitive).
Q: Is it possible to play stronghold missions as the defender?
A: No, the mission scripting is set up with the assumption that the human player will be the attacker. However, if you are interested in defensive missions I suggest you try out Argonaut's Survival Mod.
Q: Is it possible to play with an AI ally?
A: Again, no. The mission scripts are not set up to support this, and some of the missions already have all eight available player slots taken anyway so there would be no room for an AI ally.
Q: The mod won't activate.
A: Run the "configure_mods.cmd" file in your "stronghold_missions_ss" folder. Any problems should flag up here. If you still have trouble getting the mod to run, feel free to PM me and I will see what I can do to help. Note that some bugs have arisen due to the recent round of patches that have come with Relic's transfer of the Dawn of War series over to Steam. There is no fix I can provide for these, but Relic have been very good at responding to these issues so it may just be a case of waiting for the next patch.
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