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:

  • Black Templars: Kaurava Crusade (tested with beta-5)
  • Chaos Daemons (tested with v1.6)
  • Dark Angels (tested with v2.00)
  • Harlequins - The Dance Macabre (tested with v0.15)
  • Inquisition: Daemonhunt (tested with Soulstorm beta v2.01)
  • RAGE: World Eaters Warband (tested with v1.0)
  • Renegade Guard (tested with v0.64)
  • Salamanders (tested with v1.0.01)
  • Space Wolves (tested with v0.63)
  • Steel Legion (tested with v1.0)
  • Tyranids (tested with v0.5b2)
  • Witch Hunters (Dark Crusade beta v0.2, untested - you have been warned)

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.

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FAQ

Other Tutorial 5 comments

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.

Soulstorm: Strongholds [v1.4.2 patch]

Soulstorm: Strongholds [v1.4.2 patch]

Patch 8 comments

Just another quick fix this time around, once again for the Dark Eldar stronghold. Make sure you have v1.4.0 already installed (v1.4.1 patch optional...

Soulstorm: Strongholds [v1.4.0]

Soulstorm: Strongholds [v1.4.0]

Full Version 23 comments

It's finally here - the biggest update yet for Soulstorm: Strongholds. In addition to a fully revamped Thur'Abis Catacombs mission, v1.4.0 also sees the...

Comments  (0 - 10 of 696)
trextimmy1
trextimmy1

Does this mod work for steam version of soulstorm or not because every time I try to load this mod on steam, it does not work.

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Kasrkin84 Creator
Kasrkin84

Should work fine. Just make sure you have all the required mods installed and follow the instructions in the readme.

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Kasrkin84 Creator
Kasrkin84

Off on holiday for the next week, so there won't be any further progress for now. I'll try to respond to any messages though. :)

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Oaks
Oaks

Have a nice holiday. xD

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Kasrkin84 Creator
Kasrkin84

Aaaaand... we're back. Hopefully have some progress reports for you guys soon once I'm properly back into things. :)

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longfellow
longfellow

@Kasrkin84..
Thank you for a great mod...my fav. and very professional and one of the few mods here that is actually ""finished"". I should point out that WH works for me as is..but I would like to ask you why the newest Rage mod will not work..I cannot find version 1 (your tested version)anywhere.....perhaps you can help.

;)

Thanks again

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Kasrkin84 Creator
Kasrkin84

Believe me, this mod is anything but "finished". Loads more stuff still to be added.

You can get the newest version of RAGE to work by deleting a single folder from the Strongholds mod. In your Soulstorm folder go to "stronghold_missions_ss/data/attrib/ebps/races" and delete the "khm" folder. Should do the trick.

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longfellow
longfellow

Thank you so much for responding so fast...much appreciated...I suppose when I say finished I mean it's one of the few mods that a person can play without tons of bad ""stuff"" happening...
Thanks
;)

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Kasrkin84 Creator
Kasrkin84

Still more bad stuff than I'd like really. I'll get it one day though, hopefully. :)

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Kasrkin84 Creator
Kasrkin84

Things are getting closer now. I've just finished overcoming a major hurdle with getting the campaign wargear integrated properly, so that feature will be completed in a few days at most. That will be followed by polishing up the overhauls of the remaining Dark Crusade missions. Finally comes testing, but due to how much new stuff will be in v1.5.0, I am going to need some beta testers before the release. I'll announce it again when the time comes, but if you're interested in helping out... *puts on best Lumbergh impression* that'd be greeeaaat. :)

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ThunderRunner14
ThunderRunner14

@Kasrkin84 I would also be willing to help you out with beta testing when the time comes. Cheers!

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longfellow
longfellow

@Kasrkin84...More than happy to assist if required...

;)

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Oaks
Oaks

Great news Captain-Brother.
I've been thinking... Yeah, I know, scary. xD
So, the wargear(without need to create new icons or models or anything)
could apply even to modded factions leaders.
Just a purely increased statistics of wargear of their basic counterparts,
doesnt matter if for SS or DC.
So simply WH Cannones could use wargear of SoB,just increased melee
and ranged damage + health,detection,etc.etc.
IG for SL and maybe even for Admech.Eldar for Harliqs.Chaos for Deamons.
No need for anything complex,like unique wargear as Deamonic Ascension,Teleporter,
Rune Aura,Victory Sash,Governors Raiment,Deamonic Fire,Ibrams Vestment(well I dont even know what it exactly does),Emperor's Blessing,Soulstone.
I dont want to ask for the (nearly)impossible.
I just think it would nice,fair and great,m'kay:-D;toward the modded factions leaders,
even if it should take years, for Strongholds v1.6.
Certainly not trying to make you delay release of v.1.5.
What do you think?

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Kasrkin84 Creator
Kasrkin84

Probably not to be honest. I've always thought that part of the fun of the campaigns was seeing your commander get visually more powerful as time went by and more items of wargear were added to the model. If you just have purely stat-based wargear with nothing showing on the model you lose this.

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Kasrkin84 Creator
Kasrkin84

Actually, make that DEFINITELY not. I had to create ONE THOUSAND SEVEN HUNDRED AND SIXTY new researches and ONE HUNDRED AND SIXTY new entities, plus the associated icons and a crapload of Scar coding, just to get it to work the way I want for the basic nine factions. Let that sink in for a moment. :P

Reply Good karma+2 votes
Oaks
Oaks

Heheh,Thousand Sons Sorcerer Lord already looks like hes got all the wargear he needs.
The helmet,full armor,bedlam staff.
I remembered that Tyranid Tyrant and Deamon Lord got their own kind of certain upgrade system already implemented defined by their owners(Zahaqi,Gambit)
Well,it is a pity, but thank you, brother.
I'll certainly won't ask for the nigh impossible.

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Curieyes
Curieyes

Given the amount of bugs and functions you've patiently worked your way through already, that's probably the fairest assessment to make.

Played Eldar in Upper Wastes yesterday, hit a scar error when moving towards the automated guns at the moment where the thermo plasma generator in the east was supposed to trigger. I'm not sure what went wrong as I seem to recall playing Eldar in that mission before without any real trouble.

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Kasrkin84 Creator
Kasrkin84

That's weird, as I've not touched that aspect of the Upper Wastes at all. Wouldn't be surprised if it's one that Iron Lore missed - I've already had to deal with a few of those.

Do you have logfiles of that session I could take a look at?

Reply Good karma+1 vote
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Highest Rated (7 agree) 10/10

Greate Job Done! Congratulations!

Jun 9 2013 by jONES1979

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