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.
Apparently people are experiencing issues with the ModDB hosting, just a news post about that
Posted by zahaqiel on Dec 22nd, 2012
So apparently the ModDB hosting doesn't work so well for everyone anymore. Personally I blame the Mayans, but fret no longer!
I'm in the process of uploading it as I type this, the above link should take you right there. For those who would like the URL (to give your friends, family, parents, loved ones, etc), the address is as follows:
Remember, if you want to use our mod with other mods, it's probably best you update your copy of the Objective Point Mod as well.
And finally, don't forget to add in our computer-player resource patch so Tyranids work properly when you play against them. :)
Anywho, just so you all are aware, as part of our previously announced Tyranid tech-tree booklet project, we're looking over what units specialise against what to try and make the unit roles a bit more obvious. This may mean a bit more experimenting with the balance before 0.5b3.
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. Yes, we're going to make that more obvious in the next release.
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?!
The patch for that is in this news post. >.<