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.

Report RSS 0.5b3: The Developing

A quick news item to say we're not dead, give a brief update on where we're going and sidetrack into the world of tabletop 40k news as well.

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It's been a few months since we've done a news update for you all, figured you'd want to know we're not dead. And there are a couple of different things going on as well to talk about!

0.5b3 So Far:

So here are a few things we've gotten done since February:
- Tested alternate versions of Synapse to see what's most effective for keeping your gaunts moraled up (looks like we're keeping it as is, don't worry)
- Tested out some new unit abilities, including for the Trygon and Broodlord (making that T1 commander look a bit more useful and a bit less like a meatstick)
- Made numerous unit tweaks (like allowing Lictors to de-capture and changing the pop cost for various units)
- Added new weapon and miasma FX so it's easier for you to know where the edge of your toxic miasma is
- And added new building animations - so you can let your freak fronds fly

And there are several other changes we think you'll like we've been discussing as well. It's very likely for example, that Spinegaunts and Termagants are going to get merged into the generic Gaunt - which will allow us to make extra weapon options more interesting.

Tabletop 40k:

So it looks like the next major 40k tabletop release is probably going to be Tyranids and there are a lot of rumours going around as to what's happening with it. I think this is the third time we've had to deal with a new codex since we started (we've been working through four editions now I think, and we've got in-game references that even go back to the original Tyranid codex), and I just wanted to remind folks how we deal with this sort of thing:

First, we get the new codex the day it comes out.
Next, we read it.
Then we decide what will make Dawn of War better.

So what does that mean for the mod? Well, let's start with some of the current rumours to give examples.

There are rumours of two new units (the Erinye and an as yet unnamed unit) coming with the next codex. We're probably not going to add them, because there are quite a lot of units in the mod at the moment - giving us a space issue button-wise, and a learning-curve issue for new players. It's not likely they'll add much to strategic flexibility or flavour, so the benefits are likely to be outweighed by the drawbacks.

There are also rumoured to be new psychic power sets. It's quite likely we'll convert some of those over or make some sort of reference to them - because that's flavour we can pack into units we already have to make them more interesting and useful.

Those have always been our measures for adding new content: Does it make things easier or harder? Does it make gameplay more interesting? Is it clever enough to be worth it?

So what does all this mean for you? Well, it means we'd really like it if you didn't ask for those new units. :P

But seriously, new codex means new inspirations. So we're looking forward to seeing what GW give us all.


And now it's time for the...

0.5b2 FAQ:

As always, there are a few basic questions people keep asking about 0.5b2 - and here are their 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?

Comments
Jazz-Sandwich
Jazz-Sandwich

Whoah, that new codex creeped up on me. But judging by the recent trend in new codex entrees we might be looking forward to a new TYRANID WARRIOR INSIDE OF A TYRANID WARRIOR unit. (Or perhaps a NIDKNIGHT!11!)

That aside - fantastic to hear from you guys, was delighted to see an update from the tyranid mod team. And I must say I'm really looking forward to seeing what you guys have in mind for the lictors, I adore those fellas. Keep up the good work!

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STEELTITAN37
STEELTITAN37

thanks for the update would love to see the gunts combined.it sounds interesting.

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ralph777
ralph777

Thanks for the awesome news again it gets me excited for new tweaks experience of game...

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JSandman
JSandman

Good news :)
Do you guys have any plan for the Tyrant Guard to be in the mod in the future?

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MechaKat
MechaKat

Or the Swarmlord/Hive Guard?

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zahaqiel Author
zahaqiel

Tyranids.gameapollo.com

This should answer most questions on the topic of what we are or are not planning to add.

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BagaturKhan
BagaturKhan

Awesome! i am waiting ;)

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ralph777
ralph777

Can you upload some structure pictures and etc. of what its looks like now but if theirs still a classified just don't include in a post... =D

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zahaqiel Author
zahaqiel

Sorry? Not sure I get the question - we haven't added any new building models. We've added animations to the models that already exist.

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ralph777
ralph777

I mean pictures of new changes structures, textures and etc. Sorry for my english. =D

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zahaqiel Author
zahaqiel

Well we don't have new structures or textures. We have new animations - and it's kinda hard to do a screenshot of an animation.

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bingleboy12
bingleboy12

hi,

I cant use the builder more than once can someone help?

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zahaqiel Author
zahaqiel

Sorry, could you explain what you mean by that?

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bingleboy12
bingleboy12

right when I use the builder I can build one building but the I need more influence so I make Units To capture a strategic point but I cant use the builder again to build a spore chimney and when I click the next builder icon on the bottom left of the screen it sends me so the hive spire and I cant build anymore

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Jurak
Jurak

You need to click the builder button each time you want to make a structure, as it will despawn when you select any other unit.

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Jurak
Jurak

Hi guys! Nice to see you still working hard :D
Could you consider adding, if you haven't already, the following units:

T1 Gargoyles; Good VS light-med infantry, will swoop down occasionally at infantry and carry one off to soon drop them, dealing damage. Nearby units are knocked over when this happens. They will otherwise fly over units, firing at them.
-
T2 Harridan; Good VS flying units, plus can be reinforced with upto five Gargoyles
-
T3 Tyrannofex; Good VS ground vehicles, and heavy units depending on the weapon mutation.
-
T2 Tervigon; Singular shock-troop that acts as a mobile gaunt hive, in the same vein as a reclamation pool, you create a brood of gaunts in the unit menu when the Tervigon is selected, and it will carry this brood till it either dies or you tell it to release them. Upon release, any enemy nearby the Tervigon takes knockdown similar to a jet-trooper dropping in, and the brood of gaunts charge out and into the fray. The gaunt gestation should have a cool down and requires build points to make the units, same as a gaunt hive.
-
T3 Harpy; Good VS Vehicles, as a large version of a Gargoyle, Harpies will swoop down occasionally at units and knock over nearby Infantry, dealing a small amount of damage. They will otherwise go after buildings and other flying units.

Let me know what you think! :D

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zahaqiel Author
zahaqiel

We've talked over this units a while back, we do have plans to include some of them.

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Jurak
Jurak

Oh yes! You know the miasma? Perhaps you could replace it with a lightly Tyranoformed ground effect and when the hive spire upgrades to Tier 2, and then heavily Tyranoformed on Tier 3?
It could slowly rise from the ground, expanding from Tyranid buildings by a bump map very close to the ground that slowly goes from transparent to opaque, but only within the distance of the AOE of each building?
Have two, one for light Tyranoform, another for the heavy one.

It would:
A: be really cool to see
B: be a good reason for why units slow down, due to it counting as difficult terrain for anything that isn't a Tyranid

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zahaqiel Author
zahaqiel

Cool idea, but a bit challenging to do - map terrain is uneven, and can wind up with ground-level FX free-floating and other weirdness.

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bingleboy12
bingleboy12

right when I use the builder I can build one building but the I need more influence so I make Units To capture a strategic point but I cant use the builder again to build a spore chimney and when I click the next builder icon on the bottom left of the screen it sends me so the hive spire and I cant build anymore

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zahaqiel Author
zahaqiel

Click the build button in the middle of the UI each time you want to build something.

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fuggles2k
fuggles2k

Sounds great, really looking to it, hoping that's it out this year!

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