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.


  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


  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


  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


  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 214 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  (70 - 80 of 4,035)
Johnekaiser Jun 29 2014, 12:58am says:

i really love this mod how ever i really don't like what you guys did with the hole removing the workers i like to use this mod with Codex 3.5 but what you did with 0.5B2 i cant play it i have to install 0.5b1 or 0.45 could you do something like what the dark eldar has and maybe change the builder so being like a high fleet beacon or somthing but keep up the good work

+1 vote     reply to comment
zahaqiel Creator
zahaqiel Jun 29 2014, 2:11am replied:

That's actually what we did. There is still a builder unit, it's just invisible and only selectable through the user interface.

+1 vote   reply to comment
Johnekaiser Jun 29 2014, 2:37am replied:

what i mean is that when i use the race in the Codex 3.5 mod with 5B2 it wont allow me to select the fleet beacon i cant click on the button because in codex there isint any it works fine well im using just the mod but i like to add races to this mod right here other then that i think you did a great job

+1 vote     reply to comment
zahaqiel Creator
zahaqiel Jun 29 2014, 11:37am replied:

Fair enough, that's a reasonable complaint. We're doing what we can to make our UI inter-mod compliant, hopefully we will have that working better for you in the next release.

+1 vote   reply to comment
Johnekaiser Jun 29 2014, 2:26pm replied:

i just had an idea do you think you could allow the main building to build the other building and keep the abilities visible at all times on the hud like the dark eldar

+1 vote     reply to comment
zahaqiel Creator
zahaqiel Jun 30 2014, 1:42am replied:

We tried that. It's difficult, but it can be done. However the AI breaks. The AI player is incapable of building because it is designed to need a builder unit.

The reason is because buildings can only construct units. To get a building to construct another building it has to deploy a unit which immediately dies and uses a spawn_on_death method to create a building where it dies. The AI cannot differentiate between a unit that will spawn a building and a unit that will not spawn a building. So it doesn't know how to proceed.

+1 vote   reply to comment
Johnekaiser Jun 30 2014, 1:47am replied:

i understand clearly when i play with it by itself it works very well i just liked the option to add the race to another mod which was the Codex 3.5 no worry keep up the good work

+1 vote     reply to comment
Deuce_Savage Jun 27 2014, 2:39am says:

Am curious - I vaguely remember a story over the net, something about a Hive-Fleet laying waste to worlds in their sector of space. This Hive-Fleet was aware of a Necron home world & did not want to go anywhere near it nor engage the Necrons for what reasons??? Does anybody remember this?

+1 vote     reply to comment
STEELTITAN37 Jun 29 2014, 12:44pm replied:

i thinn i remember reading somewhere that the hivemind could actually be the outsider meaning it wouldnt eat necrons
. probably not though.

+1 vote     reply to comment
zahaqiel Creator
zahaqiel Jun 29 2014, 2:18am replied:

Actually no reasons were given. GW left it up to the players to guess.

If memory serves it was a map in the back of a codex which showed the advance of Hivefleet Kraken and it happened to have a tombworld marked on it which the hivefleet went waaay around.

The common theories are:
- Tyranids can't eat Necrons.
- Necron gaussflayers actually destroy biomass by ripping things apart at the atomic level.
- Necrons are anti-psyker, so the hivemind doesn't like them.

But like I said, GW have never given an official explanation.

+1 vote   reply to comment
Darknessimmortal669 Jul 9 2014, 6:19am replied:

There's a few common theories that the Tyranids were sent to the galaxy because of 2 things. 1: The old ones had used their advanced race creation technologies to create the Tyranids and destroy the Necrons. And theory number 2: Is that the traitorous C'tan known as the outsider sent the Tyranids to destroy the rest of the C'tan. However which ever one of these theories might hold truth, the Tyranids are thought to have abandoned the original plan to land on Necron tomb worlds and are instead drawn by the Astronomicon (the psychic light powered mostly by the Emperor on Terra that allows Imperial warp travel) and are instead attacking Imperial worlds to reach Terra eventually.

Most Necron tomb worlds are also barren and deserted, so there's also little biomass for the Tyranids to eat there. That's probably another minor factor that's drawing the Tyranids away from Necron tomb worlds.

+1 vote     reply to comment
Deuce_Savage Jun 29 2014, 3:36pm replied:

makes sense

+1 vote     reply to comment
Miros Jun 28 2014, 1:14pm replied:

Maybe because the necrons are not made of biomass and thus cannot be harvested? Maybe that, coupled with their gauss-thingies (which atomize everything they touch) cause a lose-lose situation for tyranids.

+1 vote     reply to comment
Lord_Cylarne Jun 27 2014, 9:38pm replied:

I don't read this stuff but I assume it is because they can't feed off of tomb worlds.

+2 votes     reply to comment
Necronguy Jun 28 2014, 11:16am replied:

They can feed off tomb worlds, which is why and amongst other reasons the tyranids are the only fear of the necrons. Although i have no idea why the tyranids avoided the necrons.

+2 votes     reply to comment
Deuce_Savage Jun 29 2014, 3:32pm replied:

I will try & back track & find this one...something with a map of space with every sectors mentioned & what stories goes on there.

+1 vote     reply to comment
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