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 21 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...

Post comment Comments  (0 - 10 of 661)
idodoappo
idodoappo

i play thurabis as the renegade guards and the game crashes

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Kasrkin84 Creator
Kasrkin84

At what point? And is it a fatal scar error or something else?

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Kasrkin84 Creator
Kasrkin84

Ok everyone, I've just discovered a major bug. The latest build of the RAGE: World Eaters Warband mod is incompatible with the current version of Strongholds, and can stop the mod from launching. I've got a proper fix sorted for this, but in the meantime you will need to do the following to get things working:

Go into your Soulstorm folder, and navigate to "stronghold_missions_ss/data/attrib/ebps/races". There will be a folder in there called "khm". Delete it, and everything should work fine again.

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TheSirSalmon
TheSirSalmon

Welp. I've installed everything that is needed, ALL the correct required mods, and my optional mods, ran the configure_mods.cmd and there were no issues with that; it said it was okay to run.

I run the game, select Strongholds from the Game Manager and it fails to run :/

I noticed that in the readme you included that it says to ensure you have 1.3 installed (which I do not), but I can't find that version anywhere to download it. Is that what the problem is perhaps?

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Kasrkin84 Creator
Kasrkin84

Ignore that bit about version 1.3 - I should have removed it from the readme as it is only relevant for an older version of the mod.

You did make sure to install the full version of Black Templars first, rather than just the patch? Several people have already made that mistake.

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TheSirSalmon
TheSirSalmon

Ah, I'll ignore that little bit then.

I got the full version of Black Templars, yep.

I've uninstalled Soulstorm and deleted all my mods for the time being anyway since I'm cleaning up my folders (they're a mess right now), but when I do get back to it, I'll try again.

I did read somewhere on another mod post (I think it was the Combiner mod, but I'm not certain) that the Black Templars mods wasn't compatible with Tyranids 0.5b2; it worked with 0.5b1 however, but I'm not sure exactly how valid that is since I got your mod to work with those version before.

I'll give it all another try with fresh downloads/installs at a later date and let you know if I do make it work! Sorry!

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Kasrkin84 Creator
Kasrkin84

No problem, just let me know if there are any issues next time and I'll see what I can do to help.

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Oaks
Oaks

Thousand Sons 1.71 released! Spread the Will of Tzeentch!
Moddb.com

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Kasrkin84 Creator
Kasrkin84

Already integrated and ready to roll with the next version. Alternatively, you may be able to edit the module file yourself manually to include FreeUI (insert at the top of the list) and Thousand Sons (insert somewhere with the other listed race mods). You'll probably need to remove Tyranids though to make it work properly.

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Oaks
Oaks

Errhhm. What? Technical stuff is totally beyond me.
I would need step by step tutorial.
The "stronghold_missions_ss.module" format file.
No idea how to even open it.
The Lua format, in notepad is one thing, but this..
Guess I will rather wait for your next masterpiece update.
On the other hand, shouldnt the "toggle_tyranid_ui" suffice?

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Kasrkin84 Creator
Kasrkin84

The problem is that FreeUI is a requirement for the Thousand Sons mod to work properly. Only problem is that it causes an error when used with the Tyranids mod, which probably won't be resolved until the next version of the Tyranid mod.

You can edit the stronghold_missions_ss.module file in Notepad. There's a whole list of "RequiredMod" entries. Just insert "FreeUI" in here at the number one position on the list, then "Thousand_Sons" later on where the other optional faction mods are listed, then re-number the lines so that they go in numerical order. If it screws up just run configure_mods.cmd to reset everything.

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Oaks
Oaks

Captain-brother? I could use help.
Please see what I wrote here in comments:
Moddb.com

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Highest Rated (7 agree) 10/10

Greate Job Done! Congratulations!

Jun 9 2013 by jONES1979

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