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

11 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 194 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  (30 - 40 of 3,985)
Guest
Guest Jun 17 2014, 1:15pm says:

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fuggles2k
fuggles2k Jun 14 2014, 7:39am says:

Work in progress ai modification for tyranids, completely unofficial and done as a hobby project:
Mediafire.com

+5 votes     reply to comment
zahaqiel
zahaqiel Jun 15 2014, 9:01am replied:

Fuggles and a bunch of other modders have submitted this and other mod tweaks on our forums too for everyone else's benefit:

Tyranids.gameapollo.com

+4 votes     reply to comment
NEEDACODE
NEEDACODE Jun 4 2014, 11:36pm says:

thanks for the mod btw it awesome in UA

+2 votes     reply to comment
NEEDACODE
NEEDACODE Jun 4 2014, 11:26pm says:

would u make hive mind easier to see i lose it all the time.

+2 votes     reply to comment
zahaqiel
zahaqiel Jun 5 2014, 11:47am replied:

We're going to be making the build menu much more obvious in the next release.

+1 vote     reply to comment
Miros
Miros Jun 6 2014, 9:16pm replied:

Maybe you could try and copy tyranids/locale/english/tyranids.ucs to your game language's folder (tyranids/locale/yourlanguage/). Something tells me this could fix it.
Also, I can assure you there's no locale conflict with BT mod :)

+3 votes     reply to comment
Oaks
Oaks Jun 7 2014, 4:46pm replied:

Thank you, thank you so much Miros, of course to you too, Zahaqi..xd
It worked like a charm, it works perfect even with mod combiners.
Hell, I had no idea that Chimneys increases my Influence rate. xd
Influence powers also has proper description now.
I also even managed to change Soulstorm into English language pack I finally found on google.
The problem were that my Tyranids/Locale file were set on my original language.
Yet, files under DXP2.ucs,DXP2_VO.ucs,Engine.ucs,W40K.ucs/Locale files were set in English.
As I remember how I downloaded Tyranids for the first time(that time it were for DoW:DC)they came with these files.
Perhaps it were caused by my lack of your "australia language pack" ? xd
Your simple but very effective advice helped me even with Inquisiton Deamon hunt.
At first IDH appeared in my Game Manager in neighboorhood country language(albeit we were federation "till 1993)
And in game it were again in my language, despite all other mods being in English.
Its ALL fixed now. Thank to you.
And sorry for gigantic comment. :D

+2 votes     reply to comment
Oaks
Oaks May 31 2014, 2:10pm replied:

I did not say I deleted locale files.
I simply moved them back and forth to desktop,
to test what shall happen.
If I would delete something,then I would certainly made back up, as I know how important these files are.

+2 votes     reply to comment
zahaqiel
zahaqiel Jun 5 2014, 11:49am replied:

Good move.

I'm not sure what's going on though if you're getting no range errors on unaltered Tyranids. I'd suggest uninstalling/reinstalling to see if that fixes it.

+2 votes     reply to comment
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