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 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  (70 - 80 of 4,015)
Oaks May 28 2014, 5:59am says:

First want to thank for all the work on Tyranids mod made so far.
But I have some troubles with it, as I want it to use in
EvilIsador's Search and Rescue mod and Kasrkin84's Stronghold mod.
Most troubling is certainly the "No range" texts.
Dont know exactly by what and how it is caused.
I took out my language Locale file,problems dissappeared,
yet only Tyranids are now fully "No range" text.
When I tried to took out English Locale file instead it were in pretty mess again.
Otherwise its causing me "no range" text even for other 4-6 races,including army painter.
Another big problem is, that units and even structures tend to dissappear from sight when I am moving with map sight panel. Or how is it called. And then they appear again when I move the map with mouse little bit.
Absence of builder unit somewhat bugging me, Tyranid "acts of faith" are only "no range" texts,so I dont know what they do.
Theres large amount of sounds missing,like fighting,unit selection,etc.
All those Gaunts are pretty similiar and even just a redundant too numerous distraction.
Units which are called "without number" could rather be called "numberless" or "swarm" and likewise, if they are already in max squad.

+1 vote     reply to comment
zahaqiel May 28 2014, 9:15am replied:

Okay, so the "without range" error is the game trying to locate the appropriate text in the locale files and not finding them. It sounds like there's a conflict in there somewhere which seems reasonable if you're mixing three mods (I don't know what Search and Rescue does - never come across it before, so I can see that being a problem).

The "acts of faith" are likely the construction powers with the wrong text put to them.

And "Without Number" is a reference to the tabletop game. We are already changing that to being a research so it'll cut down on the gaunt options a bit.

You may find it easier to play the Tyranid Mod straight first so you can get a feel for how it works before doing your mod mix because that locale conflict is going to make it really hard for you to learn it. Tyranids are very different from other races.

+1 vote     reply to comment
Oaks May 29 2014, 8:06am replied:

Ahh,reference to the tabletop game.Interesting.Didnt know that.
But, I have text troubles even when I am using Tyranid mod alone.
I remember Space wolwes did that problem for me too.
But I have no text troubles with every other mod.
Here fatcat234 mentions something about "Black templars and Tyranids using the same codes for their names,causing Tyrainds to have no range names".
But I had Tyranids long before BT, and I had it both on DC and SS.
Atleast I managed to change my stupid language into English in DC(but so far with no luck for SS) and I'll try the Tyranids on DC again.
As I am googling the "no range text troubles", the only good thing seems to be that I am not using Steam version of game.

+1 vote     reply to comment
zahaqiel May 30 2014, 11:39am replied:

If you deleted the locale files from the Tyranid Mod you're not going to have any names.

+1 vote     reply to comment
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
thelambbread May 23 2014, 5:17am says:

I was wondering if I could get some help combining this mod with Titanium Wars? As far as I can tell, they work well together except for two minor problems:

1. None of the Tyranid unit text shows up, only as "$160026001 No Key" (the number changes depending on line of text)
2. The Main Menu defaults to Tyranid mod screen, and I'd like to revert it back to Soulstorm/TW

I'd really appreciate any guesses you might have to fix it. I don't have a lot of experience with mods, but I really like working and playing with them. Can you help me get this working right?

+2 votes     reply to comment
zahaqiel May 25 2014, 10:05pm replied:

Depends how you're doing it. Are you adding Titanium Wars to the Tyranid Mod, or the Tyranid Mod to Titanium Wars? The load order in the module file can make a difference on both those things.

+1 vote     reply to comment
Guest Jun 3 2014, 11:43am replied:

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zahaqiel Jun 5 2014, 11:46am replied:

Probably try putting TW as RequiredMod.4 and everything else above it.

+1 vote     reply to comment
Guest Jun 3 2014, 11:50am replied:

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