The Tyranid Mod is an ongoing additional race modification for the original Dawn of War series, based on the Tyranid army from the Warhammer 40k tabletop game.

Tyranids are an intergalactic predator race which moves in hivefleets from world to world, devouring all living things and natural resources they can; leaving behind nothing but a barren rock, devoid even of atmosphere. Seemingly without individuals, Tyranids have a single hivemind that spans billions of their genetically-engineered combat organisms. Faceless and implacable, the Tyranid race is unrelenting and unstoppable. And their origins remain a complete mystery.

Although now already featured in Dawn of War 2, the Tyranid Mod Team is still hard at work trying to bring the Tyranids to Soulstorm (and if we can, Dark Crusade as well).

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Unit booklet sneak peek Hive Tyrant 0.5b2 Universal Build Options - Pic 3
Blog RSS Feed Report abuse Latest News: 0.5b3: More Developing

20 comments by zahaqiel on Jan 30th, 2014

Hey folks,

So I've been given a list of most of the 0.5b3 updates from Miros and I thought I'd give you a little inside look at what's going on. This list isn't everything, but it constitutes the majority of what will be the 0.5b3 change list (less the Gargoyles, since they won't be an in-game unit until 0.6).

Things marked with a "" have been completed and/or implemented for testing, things with a "(?)" are things we are considering or need further discussion about their implementation.

Animation

  1. Hive Tyrant:
    - Re-animate
    - Center synapse marker
    - Sync kills/deaths
  2. Warriors: Sync kills/deaths
  3. Carnifex: Make missing animations
  4. Trygon: Burrow animation/FX
  5. Gaunts: Create Termagant/Spinegaunt fusion for generic "Gaunt" unit
  6. Buildings:
    - Complete animations
    - "Debris" texture
  7. Fix cover markers

OE

  1. Hive Tyrant: Fix selection volume
  2. Broodlord: Reduce selection circle (?)
  3. Biovore: Fix incorrect projectile FX
  4. Carnifex: Fix incorrect FX
  5. Gargoyles: Weapon FX
  6. Lictors: Add decap animation
  7. Buildings: Death & low-health FX
  8. Footfall FX
  9. Unify weapon FX
  10. Blood FX
  11. Add sounds

Code

  1. Hollow's suggestions:
    - Research time and cost changes (?)
    - Sight range changes
  2. Biovores: Weapon upgrade reduction (?)
  3. Bioplasma (clickable ability):
    - Carnifex (?)
    - Warriors
  4. Genestealers:
    - Upgrade armour on heavy armour research
    - Correct squad names
  5. Race compatibility SCAR code
  6. Zoanthrope: Change Toxic Miasma range(?)
  7. Hive Tyrant:
    - Added Leech Essence ability
    - Remove Catalyst from Tyrant (?)
    - Change Toxic Miasma range(?)
    - Change weapon requirements
  8. Reclamation Pools: Removed Toxic Miasma
  9. Rippers: Reduced FX to equate to 3 rippers
  10. Reclamation Pool: Generator-like lights
  11. Sporemines: Spawn FX
  12. Broodlord: Hypnotic Gaze ability
  13. MaSS/WoN: Redesigned as research
  14. Tiering unit squad cap bug fix

Textures

  1. Gargoyles: Fix eye texture
  2. Icons:
    - Fix white border and redesign some
    - Square ability icons (?)

As you can see, there are a lot of changes and new content going into 0.5b3 - and this is just Miros' workload. After these are all completed we still have bug and balance testing and fixes and retesting, and then we ship it to you guys.

Also not included on this list are the new models in the works from Ministry and Heretec (who recently volunteered from the RelicNews forum to help us out) for 0.6. I'm not going to spoiler you on what those are, but new units are in the works.

So still a lot going on, and of course all our staff are doing this in their spare time - so unfortunately, as always, I can't give you guys a release date until we get to the "a few days off" stage. It is coming though!


0.5b2 FAQ:

So we seem to be getting the same three questions over and over from new people downloading 0.5b2. To save time, here they are in short form, with their relevant answers:

Why don't I have a builder?!
Click the button at the centre-top of the UI bar across the bottom.

Why does my build menu go away when I select a unit?! Why doesn't it come back when I de-select that unit?!
Because selecting a unit de-selects the hivefleet - exactly the same as when you click a unit that isn't your builder, you won't have your builder selected.

Why is the AI not doing anything?!
Have you installed the CPU player patch yet?

Downloads RSS Feed Latest Downloads
Tyranid Mod v0.5b2 for Soulstorm

Tyranid Mod v0.5b2 for Soulstorm

Sep 22, 2012 Full Version 221 comments

Please be sure to update your Objective Points mod (see below) -- 0.5 beta 2: The second 0.5 series beta release for Soulstorm. If you have 0.5b1 installed...

Tyranid Mod v0.5b1 for Soulstorm

Tyranid Mod v0.5b1 for Soulstorm

Dec 9, 2011 Full Version 17 comments

0.5 beta 1: The first 0.5 series beta release for Soulstorm EDIT: Note that this has a bugfix you will need to perform to get the most out of 0.5b1

Tyranid Mod v0.45-SS

Tyranid Mod v0.45-SS

Jul 26, 2008 Full Version 44 comments

Latest Tyranid Mod release for Soulstorm - updated from the 0.45 Dark Crusade release. Includes new Soulstorm AI and flyer interaction update (no, that...

Tyranid Mod v0.45-DC Multiplay Fix

Tyranid Mod v0.45-DC Multiplay Fix

Jul 7, 2008 Patch 4 comments

This is a patch that fixes two bugs with the 0.45-DC release - the "Incompatible Game Active" multiplay bug, which prevents people from being able to...

Tyranid Mod v0.45-DC

Tyranid Mod v0.45-DC

Jul 3, 2008 Full Version 21 comments

Latest Tyranid Mod release for Dark Crusade. Includes graphical and gameplay updates - and no longer contains any non-Tyranid models.

Tyranid Mod v0.401

Tyranid Mod v0.401

Mar 11, 2007 Patch 27 comments

Tyranids 401 Release -------------------- Bug fixes - The mod manager now works properly EVERY time. - The heroes mod now works properly with the tyranid...

Post comment Comments  (0 - 10 of 4,056)
Darth_Cameroth
Darth_Cameroth Feb 3 2015, 8:45pm says:

I don't know why i haven't commented yet, i have been playing and admiring this mod for ages and would just like to say you are doing an unbelievable job, i love the Tyranids and you are doing them justice and more with this mod. Keep up the excellent work, i look forward to the next version. I think i may have to play some v0.5b2 right now in fact.

+2 votes     reply to comment
Guest
Guest Jan 31 2015, 7:25pm says:

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Protocol-XYZ
Protocol-XYZ Jan 31 2015, 7:03am says:

The AI don't seem to be able to build multiple structures at once, have I done something incorrectly?

It places a structure, waits for it to finish and then proceeds with the next building, only doing them in succession after one has finished rather than placing multiple as needed, I'm guessing this has already been said but I was just wondering in case there's some kind of patch or fix I'm missing, or if it's just plain un-fixable.

Enjoying the mod a lot though, one thing that gets on my nerves is the damn space marines continuously kite my troops into their turret filled base, and when I get in there, they just run around in loops not bothering to stand their ground and defend themselves.

+1 vote     reply to comment
zahaqiel Creator
zahaqiel Feb 5 2015, 7:51am replied:

That's actually kinda odd. That pause between buildings shouldn't exist...

But yeah, the AI on melee-heavy units can be a bit weird.

+1 vote   reply to comment
Protocol-XYZ
Protocol-XYZ Jan 31 2015, 7:09am replied:

Also what happened to the purple psychic spore things in the air that surrounded the Hive and other buildings?

+1 vote     reply to comment
zahaqiel Creator
zahaqiel Feb 5 2015, 7:51am replied:

We replaced that toxic miasma effect with a less graphics-intensive one.

+1 vote   reply to comment
toyebo
toyebo Feb 11 2015, 7:28pm replied:

wat is the eta on the tyranids mod

+1 vote     reply to comment
Protocol-XYZ
Protocol-XYZ Feb 5 2015, 8:16am replied:

I think it was probably because I was using the script that lets the AI take control of the player.

+1 vote     reply to comment
zahaqiel Creator
zahaqiel Feb 6 2015, 8:16am replied:

That might do it. There's an invisible unit that manages construction, if your script manages unit movement then it may be queueing build orders and not allowing the builder to move on to the next task.

The buildings themselves don't need the builder to be present, they just need it to initiate the construction and they do their own thing from there.

+1 vote   reply to comment
Guest
Guest Jan 23 2015, 1:10am says:

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zahaqiel Creator
zahaqiel Jan 23 2015, 3:20pm replied:

...Did you activate the Tyranid Mod in the Game Manager?

+1 vote   reply to comment
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