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

13 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 205 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  (3650 - 3660 of 4,010)
Aegus
Aegus May 19 2006, 8:51pm says:

Ok, the modelling i have seen so far is really good, the sounds are not as i imagined (each to their own :P) While i was playing i took a few notes, by no means is this a flame but i am a fan of all the backlore to a lot of the Games Workshope races, and like to see things done "right". :)

- Synapse doesn't need a "boost" from a slag deposit, it can travel to the attacking horde from orbit and in space, this was unneccesary
-Power isn't needed altogether really, why would a bio-orgnism need power, an "energy" system could be added e.g maybe dragging the dead to the digestion pools for power. This i thinkm would make more sense.
- I noticed a lot of the squads had the squad cap mentioned in the tabletob game, this might not be the way to go as that is a different game altogether,try to find a way to make the race balanced with an appropriate number to make it as balanced as possible.
-Also Tyranids dont have a "builder" unit, rippers are spawned in hordes from the hive ship and from the spores that hit the ground from the hive ship. I'm not sure how you could implement a balanced construction theme as by this time the planet will have entered the "mutation" phase, and the changing of the envrironment.
- The "gimmick" to the game is to capture points, but Tyranids have NO need to do this, they dont need to "requisition" more troops, they get spawned by the masses, the energy to create them is retrieved when the hive ship consumes the planet.
- Tyranids come in thousands, hordes upon hordes of them, "a sea of rippers" this imagery is what makes the Tyranids so unique, as such squad caps and things really don't matter, to make it balanced you could represent this by adding a lot of modesl to one unit, although i'm not sure this could work.
-The planet would arlreay be infested with millions and millions of tyranids by now, making a "small skirmish" impossible.
- Also it is very difficult for other races to be able to stay in orbit, as all of the other races ships are there too, i noticed this with DoW "howcome they all don't notice each other in space?" but it's even more of a factor for Tyranids.
- Units could be created by using the energy from harvesting bodies to the digestion pools, as the hive does not send a couple of spores to the planet, it blackens they sky. Also tyranids can be produced on the ground in small "growth hives" This might be the way to go .
- Upgrading the structures would be silly, why would the hive mind send an inferior orgamism to the planet when they send the most adapted, strongest "spore/structure" Also upgrading is done in the hive ships as the hive minds exploits the weaknesses of the enemy so upgrading units "on the spot, in game" is not really apprpriate."
- Finally the Tyranids cannot ally with ANYONE, nothing - fighting other tyranids on the planet is also odd as the hive mind would not send to hives to one planet and fighting each other would just waste energy.

I do not mean to discourage you, but atm the feel of the Tyranids is every other "generic" races, whereas they are unique in respect to every other races. This is not a "your mod is ****" comment, i think the work that has been so far is good, and is getting better :P

Just my thoughts and suggestions.

Aegus

+1 vote     reply to comment
Stype
Stype Mar 6 2007, 7:35am says:

wanna play that pussi cshit -.-

KAVEMEN I NEEX YOUR E-MAIL !!!!

+1 vote     reply to comment
tyranid_hivemind
tyranid_hivemind Jul 4 2007, 1:48pm says:

lol yer my one bent its wing in the box i used to keep them in and when i tryed to bend it back into shape it snapped off :dead: i would have glued it together but i didnt have any of the games workshop super glue at the time. i dont know why but i think that games workshop makes all of their models with a certain metal that will not glue together with any other super glue apart from their one becacuse i have used 5 different super glues and they all fall apart after the glue dries :( soooooo anoying.

The Hivemind Has Spoken! :D :garg:

+1 vote     reply to comment
tyranid_hivemind
tyranid_hivemind Jul 4 2007, 1:53pm says:

you can save the pic onto a site like photobucket or other image hosting website to get the code. you cannot host from your computer itself for safty reasons :P

The Hivemind Has Spoken! :D :garg:

+1 vote     reply to comment
tyranid_hivemind
tyranid_hivemind Feb 20 2007, 3:08pm says:

i have made a bit of tyranid footage, thing on windows movie maker but i can't get a link to it. i tries puttin it on you-tube but it would not work. any suggestions?

+1 vote     reply to comment
033muil
033muil Feb 20 2007, 8:55am says:

Good idea,but then as title:The Legend Of The Forgotten/ The Hive Fleet /S Kraken/Leviathan/Behemoth/Harbringer the rest sounds really cool!

+1 vote     reply to comment
chickencannon
chickencannon Jul 4 2007, 2:35pm says:

I208.photobucket.com , I208.photobucket.com , I208.photobucket.com , I208.photobucket.com , I208.photobucket.com , I208.photobucket.com , I208.photobucket.com , I208.photobucket.com , I208.photobucket.com

Well there you go hopefully that will give you a good idea of a big army.

I play it by the books... Chickecannon

+1 vote     reply to comment
RobSkib
RobSkib May 8 2006, 4:19pm says:

we won't have much progress over the next month, as some of our main animators are sitting GCSEs and some of our modellers are marking them! So we're having a bit of down-time to brainstorm ideas, but don't expect a major release any time soon

+1 vote     reply to comment
lexandro
lexandro May 7 2006, 11:49pm says:

hey nid team thanks for all the hard work your doing and some ppl got to f***ing get this into their thick skulls that mods arn't done with the wave of a wand or a bloody black cat walking past twice. so keep the good work up and take your time can't wait for the finished mod but i can wait
cya all around

+1 vote     reply to comment
RobSkib
RobSkib Aug 16 2006, 5:33pm says:

Estimate: Soon.

+1 vote     reply to comment
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