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  (3890 - 3900 of 4,029)
Spartan1128
Spartan1128 Dec 18 2005, 5:52pm says:

Will it work with V. 1.41?

+1 vote     reply to comment
RobSkib
RobSkib Dec 18 2005, 4:04pm says:

Within the next few days we will have a massive release - new units, new buildings, all fully modelled and animated.

Stick around

+1 vote     reply to comment
Hungry
Hungry Dec 18 2005, 3:29pm says:

O I NEVER THOUGHT THERE COULD BE SO COOL MODS I JUST CANT WAIT WHEN I CAN DOWNLOAD IT.
When WIL IT BE READY BTW. :D

+1 vote     reply to comment
wetmanwere
wetmanwere Apr 21 2007, 5:51am says:

8 years old.....

+1 vote     reply to comment
tyranid_hivemind
tyranid_hivemind Feb 24 2007, 6:02am says:

i've downloaded another mod but it does not work, i was told to download winrar which i did and un-compressed it but it still didnt work, some help please anyone? -_-

+1 vote     reply to comment
RobSkib
RobSkib Dec 13 2005, 7:33am says:

When we next release the mod of course.

And posting here does not mean you will get a more decisive answer. You have signed up on the forums, ask your questions there

+1 vote     reply to comment
Inert
Inert Dec 12 2005, 9:50am says:

When are you actually gonna get the models in the game?!

+1 vote     reply to comment
nidmeister
nidmeister Dec 16 2006, 12:25pm says:

well i am not biased, i love both nids and tau, the only factions i really hate are ig and to a certain extent chaos, resons both rooting back to the tabletop. i am a huge tau fan but nids are cool, they are even in my name 'nid' meister, i didnt say the tau mod would beat this mod, i just said it is tough competition, and there are differences between the tau mod's tau and thq's tau, ive been following the mod so long i can see them easier. however, i do not like to compare these two mods, they both have talent and skill put in so i will not say that either mod has a better chance of winning, just that there is a lot of competition between the two, oh and tau aren't anime btw, lol, but they represent the tecnologicaly advanced far east, that is is you compare this world to the w40k galaxy

+1 vote     reply to comment
RobSkib
RobSkib Dec 11 2005, 3:59pm says:

Thankyou for all your comments and all go into consideration, but as you could probably have guessed from a year#s work, we have considered most of it :P

If you want to make a positive contribution, then go to our forums and post there: Tyranids.dowfiles.com

+1 vote     reply to comment
Chubo
Chubo Dec 11 2005, 11:18am says:

I like what your doing with this game, making it how it should have been in the begining.

First off the previous comments are correct, genestealers need no morale, only guants,gargoyels,rippers, and raveners need morale

Secondly, provide some alternative to the units that are not genofixed. i.e making a carnifex have barbed stranger or a venom cannon instead of sything talons, or maybe crushing claws (if you havent done so already or if its too hard)

Third, a good idea for a commander unit is the BroodLord, you can join it to genestealer squads. and a Bio-Titan if u wanted to make one, would be the heirophant (its huge)

I havent played the mod yet (im downloading it right now) so i dont know if you have what i suggested already in it. Therefore, these are only suggestions, im not TELLING you to do anything, its YOUR creation you do what YOU want.

+1 vote     reply to comment
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