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  (3660 - 3670 of 4,027)
Roller
Roller May 29 2006, 1:40am says:

Hey! everyone who supports this mod and thinks its great, as well as the modders themselves keep up the good work, you guys rock.
-Those of you others blaming them for not doing it the "right" way; why don't you make your own tyranid mod.
-Those of you who dl the mod and then complain that there are only genestealers and rippers: have you thought about maybe reading the info. first?
sry for being snappy but honestly its written all over the place.

+1 vote     reply to comment
Kaveman Creator
Kaveman May 28 2006, 9:15am says:

First of all, our mod doesn't do anything which would effect your password beign remembered in dawn of war. Secondly, you should have written down your password somewhere anyway or at least have known that you would remember it. We'll look into whether our mod could have caused this but I honestly doubt that it could have, so unless we find anything we accept no responsibility.

+1 vote   reply to comment
qeutico
qeutico May 27 2006, 5:55pm says:

listen mate i got ur mod and i understand that u have no choice but to replace every tyranid unit but 3 with units from other races and their buildings except 1
and the nids die real easy
the comms go crazy and kill fast
but the one problem that i could not and will not stand for it took my password off remember and changed it so i lost my account on dow i will never forgive u unless i can fix this

+1 vote     reply to comment
RobSkib
RobSkib May 24 2006, 5:39pm says:

Yeah I know exactly what that feels like! I do that all the time >_<

+1 vote     reply to comment
lostsoul042
lostsoul042 May 24 2006, 4:24pm says:

Hey guys. I think you are doing a rock out job!! it look slike it is coming along nicely. I cant wait to see the next download release. it should rock the casba!! well thanks for doing the mod!!

Todd

+1 vote     reply to comment
Aegus
Aegus May 24 2006, 8:22am says:

noooo, i had a whole post explaining my views, i accidentally clicked ctr and summat and it went >.>

arg, I'll retype it later tonight, when i remember what i said :D

+1 vote     reply to comment
RobSkib
RobSkib May 21 2006, 7:17am says:

Okay first off, we have been going for well over 2 years, so most of your comments will already have croped up in our games design process. Another thing is that we designed the mod for playability first, fluff second. Lastly, there are a lot of things that we wanted to achieve that the DoW engine just wouldn't let us do, which is disappointing but we had to work around it.

- This is a playability factor. We know that tyranids can span galaxies and their synapse can range for lightyears, but if we converted this directly to DoW then it would be incredibly overpowered. We copied the Tabletop version of synapse for the mod however. If synapse can stretch so far, then why can synapse creatures only project it 12 inches around themselves? Its something that we have changed in almost every incarnation, and this was the one that worked.
-We tried the 'dragging-corpses-to-digestion-pools' idea, but we couldn't code it. We even had a scheme where rippers could eat the corpses of friend and foe for energy, but this was too underpowered at the beginning of the game and insanely overpowered towards the end of it. Its just a balance thing, and also so people who are new to the game can pick up the mod and play.
- The squad caps that are at the moment are a resuly of 2 years worth of balancing. in previous test versions, we had up to 32 hormagaunts in a squad. Not only did this cause a trouble with the framerate, but it made the Nids too powerful
-Ah yes, the old Builder unit debate. Believe me, we tried everything. Even I am loathe to have rippers as a builder unit, but its what we have to do to make the game work.
- Again, its nothing we can do. That's how the DoW engine works, and thats how we have to play it.
- We have done that with the rippers, but have you any idea how HUGE we'd have to make squad caps to make that happen? If you wanted hundreds of thousands of units, try making a mod for Rome:TW or something. DoW just can't handle that amount of units.
-Yup that's true. But DoW is about playing with Tyranids. This is the first RTS that has had controllable tyranids and really this is a huge undertaking. Yes, tyranids wouldn't even build bases or bother with trivial things like that - they'd bomb the sh*t out of the planet with spores and then invade in their millions. But DoW isn't about that - its about small-scale skirmishes. If you want a huge invade-em-up then please look elsewhere, because that's not what this mod is about
- We didn't design the game, we're just adding to it.
-This is exactly how we're doing it. once we get the models and animations in game, large tyranids such as the Hive Tyrant will be dropped via spore to an appropriate 'landing pad' where it will be nurtured until it has matured to full size. Other beasties will be grown on-site.
- Balance. Like I said - gameplay before fluff.
- Well don't fight tyranids then! We can't decide who people decide to fight or ally with. Hell, people paint their necrons pink, or call their space marines the Girly Girly Poofpoof Patrol - this is nothing we can do. We give people the tools to do what they want, and people *will* do what they want. We can't say: Oh, don't make tyranids pink because that's not true to fluff, or Don't fight against tyranids etc. It's a game after all, and a game is designed to let you have fun. This is what the mod is about - having fun.

Thanks for your comments, but as you can see - we've covered pretty much all the bases already :P

+1 vote     reply to comment
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
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Tyranid Mod Team
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