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

22 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 244 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  (3660 - 3670 of 4,099)
sethfc
sethfc Feb 3 2007, 11:54am says:

sorry just trying to get you guys some more income so you would get some payment for all your hard work i wish you guys could just trying to help you guys so you dont all go broke

+1 vote     reply to comment
(*Kamikaz_Muffin*)
(*Kamikaz_Muffin*) Aug 4 2006, 8:30pm says:

Y all doin great i tried the mod and you have great imaginasion (the substitutes bugs me) but yall doin GREAT

+1 vote     reply to comment
ChaosLord692
ChaosLord692 Aug 4 2006, 2:44am says:

u guys r doing a great job on this mod the new pics look great but dont rush we can wat so just take your time and ceep up the good work this mod is going to be great

+1 vote     reply to comment
Justicar
Justicar Aug 3 2006, 1:05pm says:

Sorry for the triple post (the first one was my friend using my computer) but i forgot to ask what tools you use to create your mod and where can you find them?

+1 vote     reply to comment
Justicar
Justicar Aug 3 2006, 1:02pm says:

I like the mod so far and cant wait for the next update. The only thing that i think you need to change are the ripper swarms. I dont think that a squad cap of 4 is enough to represent the sheer number of rippers that would accompany Tyranids. I think that the squad cap should be about 8 or 10 per unit and i think it would make it a lot more fun to use them to swarm enamies. Also will the final version be able to play on night fight maps from Night Shift and Midnight Shift?

+1 vote     reply to comment
Justicar
Justicar Aug 3 2006, 1:18am says:

This mod looks really good. I cant wait for the next update

+1 vote     reply to comment
h0rus
h0rus Aug 17 2006, 7:28am says:

Damned ! those people are really boring ....
when the dev told you soon that's mean soon !
stop asking such eternally stupid question .........

+1 vote     reply to comment
SEKtormk3
SEKtormk3 Jun 20 2007, 4:44am says:

Sweet, something else to occupy our brainless selves while we wait for the mod team to finish! XD

+1 vote     reply to comment
warhammer2thelimit
warhammer2thelimit Jun 24 2007, 5:22am says:

fex man is right the necrons(apart from the lord)are almost mindliss they can think for themselves they need to be told wat to do like a robot of some kind.

heer is somun for anyone who collects tabbletop necrons,if u do collect the necrons youl know what im talking about,you know the necron tomb spider?i think it should have vehicle stats due to it being completely different from all other necron models i also think the necron stats need to be updated as well all tsats for the necrons are practicly the same also i think that flayed ones should be a troop choice because theyre stats are the same as a necron warrior.1 last thing a minimum squad of necron warriors shoul be less than 10.

well thats it folks

+1 vote     reply to comment
RobSkib
RobSkib Aug 24 2006, 5:01am says:

No update yet. Our compiler is still on holiday, so when he comes back, expect a release shortly after.

+1 vote     reply to comment
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