Tyranid Mod v0.5b2 for Soulstorm
Sep 22, 2012 Full Version 111 commentsPlease 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...
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).
14 comments by zahaqiel on Feb 11th, 2013
Hi all,
So I know a lot of you had issues with the old construction menu button. We've decided to go a slightly different visual direction - one that stands out more. It's important to remember that the UI bar kinda represents the hivefleet view of what's going on down on the ground.
With that in mind our genius coder decided to make his own new Tyranid psyker. So, for your viewing pleasure... the new, hivemind-adapted UI bar:
We're also working on putting in the final balance tweaks, fixing up minor holes in the skinning and various other things to bring a bit more polish. We don't have a release date as yet, but as you can see, we're chugging along.
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?
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...
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
Latest Tyranid Mod release for Soulstorm - updated from the 0.45 Dark Crusade release. Includes new Soulstorm AI and flyer interaction update (no, that...
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...
Latest Tyranid Mod release for Dark Crusade. Includes graphical and gameplay updates - and no longer contains any non-Tyranid models.
Tyranids 401 Release -------------------- Bug fixes - The mod manager now works properly EVERY time. - The heroes mod now works properly with the tyranid...
To showcase what i was talking about, here is an example of 3 screenies from an experiment. Kool, eh? Hope you take this into consideration for the Bio-Spores & also enhance your mod effects with easy to use fReE tOoLs! Moddb.com
Those things actually look like the ones from an old b/w classic sci-fi movie (Brain Eaters?).
Speaking of Bio Titans, Tyranid team - i was experimenting with those Spores & re-sized them to 4.85 & what a wonderful discovery!!! They explode with appealing semi-nuke style with a brief halo then wittles down to some great lingering smoke effects! Something as for effects you dont notice when they are tiny but when bigger, are very noticeable & exciting to see!!! I want! We want - must have!!! Would you like to see screen shots? or are you all aware of this bio-titan spore type for modding? When the spores are small, i dont care for them but when huge, i like them very much!
Not sure I get what you're asking - are you asking us to make them larger, or are you asking to use them in Rise of the 7th Reich?
Actually i came across this by accident when experimenting with various units. Its not intended & i would not use it in my mod without your permission but prefer you included a Bio-Spore into your mod that would be released to the public. I was merely showcasing your product as an example/sample & a great one too! Just saying theres an opportunity to create your own Bio-Spore for all to enjoy just by re-sizing it. The one i made is from your mod for personal use, not for public release as that is your property. Your AI attack mode for them are also great & fun to watch too! Hope you dont mind & i dont want to offend anybody.
Right, okay - gotcha. :P
what does this do and can u incorporate it?
Forgeworld.co.uk
It's a larger roving spore mine, from which ordinary spore mines will drop when it is destroyed/self-destructs. We've sort of side-stepped the need for them by allowing spore chimneys to deep strike ordinary spore mines onto your enemies (something you don't really get in normal tabletop games), so although they are pretty, we decided it would be redundant and possibly confusing to give you biovores, spore chimneys and mieotic spore sacks.
Just to be exact - I was referring to the Tyranid main Hive HQ building only & that appears like a giant brain thingy. Dont think something like that explodes like a bomb effect but exploding like into a gaseous fireball (gas tanker truck style) with thousands of goo gutz with pieces landing atop heads & goo gutz pies in your face type ending, heh heh that would be a unique ending to the main building but its my opinion, still your the greatest & top mod around!
Oh, no I got what you meant don't worry. :P
I'll be sure to mention it to the team. :P