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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Okay, so in our last news update (which I'll admit was a while ago, sorry guys), we had a bit long list of items we were working on.

Here's what's left, as of a couple of days ago:

Animation
1. Hive Tyrant:
- Re-animate
- Center synapse marker

OE
1. Unify weapon FX (only Tyrant missing)
2. Check and update for missing sounds

Code
1. Hollow's suggestions:
- Research time and cost changes (?)
- Carnifex roster redesign (?)

And we're currently testing a new version of 0.5b3. It's been a lot of work, particularly given that most of it has fallen to just one of our team members, but we're getting there.


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? It doesn't always fix the problem, but it does for some people. We think it should be entirely fixed in 0.5b3.


0.5b3: More Developing

0.5b3: More Developing

News 25 comments

The current development list for 0.5b3 and where we're up to.

More Tyraniduary...

More Tyraniduary...

News 12 comments

Keeping the Tyranid love rolling, here are some fun ways to expand your Tyranid play in Dawn of War

Tyraniduary!

Tyraniduary!

News 3 comments

New GW releases soon! Rumour time and NidMod talk!

A Word on Ownership

A Word on Ownership

News 64 comments

Because four pages of comments is too many and I'm sick of repeating myself

RSS feed Downloads
Tyranid Mod v0.5b2 for Soulstorm

Tyranid Mod v0.5b2 for Soulstorm

Full Version 265 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

Full Version 18 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

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

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

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

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 4,157)
RobSkib
RobSkib

"speculate"

..riiiiight...

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Roller
Roller

that's orgasmic... although it'll be curious to see how the mission briefings work ;).
well... I'm off to speculate...

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Kaveman Creator
Kaveman

Yes it works with Dark Crsuade, make sure you get v0.401 too though.

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RobSkib
RobSkib

We are doing a campaign. What it includes is up to public speculation ;)

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tyranid_hivemind
tyranid_hivemind

Private Jefferson looked out into the glowing sunset. Its golden light flooded over the outpost’s grey, rockcrete walls.
Just half of its glowing disk remained above the sharp outline of the rocky mountain range that lied only a few miles away. Its outline broken up by the grotesque feeding spires that now grew from their tortured surface.

Already flamer squads were on patrol around the edge of the complex, having to waste precious fire on keeping back the vigilant alien plant life that kept trying to creep over the outer walls.
Some of the troops were playing games with cards, betting with pieces of stone or empty ammo shells. Others were telling their families how much they loved them all in letters that would never be read. Some just sat there, reloading their bolters over and over again, as the desperation of their situation sank in, all trying to keep their moral up.
But they knew what was coming. The same thing that had came for the past 5 nights. As soon as the sun sets, the vicious tyranids would attack again.

They had lost all contact with the other outposts in the sector, their last transmissions nothing but desperate screams and rattling gunfire as the last of the defences were overrun by the tide of living, breathing horror.
The 15th outpost, guarded by the 205th legion of the Imperial Guard was the most heavily fortified position in the region. Private Jefferson was lucky to be there. All of his squad had perished when their outpost had been attacked.
He was the only one who made it to the 15th alive. The reason for the 15th’s survival was its 4 heavy bolter turrets that were mounted on the four corners of the installation. These defensive weapons could take a heavy toll on the enemy whilst being relatively safe from damage.

Only two of these now worked however, the other two had been destroyed in previous assaults. The first was crippled when an explosive spore mine collided with it having been fired from the belly of a biovore as it was ripped to pieces by a jet of flame from one of the flame crew’s melta guns on the 1st day of the assault, an unlucky blow.
The other collapsed when the supports gave way. This occurred because the tyranid spores in the air had attacked the metal holding the turret in the air. It was toppled over when an injured gargoyle fell into it on the 3rd day, snapping the already weakened supports.
Although these were damaging to the already exposed outpost the most crippling blow was the moral of the men, this had plummeted ever since the outpost’s priest tried to lead an escape attempt.
The troops watched, shooting from the walls as the priest was ripped apart as he swung at the alien menace with his huge chainsaw whilst screaming prayers to the emperor. This sent a disastrous message through the ranks of the imperial guard stationed there, faith was no defence against the alien.

To be continued…..

(Hope u liked it, tried to make it a bit easier to read than the last one, soz it’s so long) :P

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TheKiller333
TheKiller333

Brilliant, absolutley brilliant. Been waiting for someone to do a mod like this for long time... (not being arsed to do anything myself)

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The_Swarm
The_Swarm

I believe there will be one, but liek i said, it's not at the highest priority.

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Deathgaunt
Deathgaunt

yeh i agree you know like tyranids v the ultramarines and stuff like that and kavy soz i couldnt join your space

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ducky
ducky

Is this mod going to have a campaign or is that just too much work?

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The_Swarm
The_Swarm

No sooner then when Dark Crusade is released, that's a good month, be patient and soon you shall have it :D, no gaurentees tho!

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