Ultimate Apocalypse Mod

For Dawn of War: Soulstorm



Ultimate Apocalypse version 1.7 "Grand Release" Trailer (slightly outdated):






Stay tuned for...

THE HUNT BEGINS GRAND RELEASE COMING 2015!!!


Random The Hunt Begins - Grand Release ScreenshotsRandom Screenies - Alpha Internal (DODA or THB) Random Screenies - Alpha Internal (DODA or THB)Some progress screenies of version 1.74 Part 2 Further Works on the Riptide and R'Varna (WIP) Some progress screenies of version 1.74 Part 1 Dreadknight Model finished! In-Game export inboundNews from Joazzz - The gargant got updated Necron Sentry Turret fully textured!More of Joazzz's tex work - Today the Great Gargat New Textures Provided By Oomperial!The Deathstrike Missile Launcher arrives Upcoming Stuff -  The Stompa is now TC, with BadgeEven more Teamcolorable units!


The Ultimate Apocalypse mod group on Steam is a great place for anyone looking for more people who plays the mod. Check it out!
Steamcommunity.com

More information available on our ModDB forums and our Relicnews thread

To view the credits go here. List of donators and pending donators coming soon!

Download Mod Now!!!

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Some More THB screenshots by our Beta testers Some More THB screenshots by our Beta testers Some More THB screenshots by our Beta testers
Blog RSS Feed Report abuse Latest News: Ultimate Apocalypse News - Until THB Release

79 comments by Lord_Cylarne on Mar 11th, 2015




Ultimate Apocalypse Mod

News - Until THB Release



We have a new Wiki page!

Thanks to Jordan Lane aka Smoothrunes, a Wikipedia was established roughly two weeks ago and the Wikipedia page is a good place to go to look up anything and everything about the Ultimate Apocalypse mod! It has forums, it has pages of interest, it has videos, screenshots, and tons more! So this is a newly created webpage. The page is under construction and we need your help finishing it!

We are currently seeking Wiki help!

There is a bunch of content, loads of it that the Ultimate Apocalypse mod contains that needs to be implemented on the Wiki. We need your help to add content to this web page. Feel free to contribute anything to the wiki. A sentence, a comment, an image? Maybe an entire page of statistics about a unit or an ability? ANYTHING! We welcome all contribution, and treat this website like it would be your own.

Post on our wiki page all of your thoughts, suggestions, and most importantly, stats. of units or anything about the factions that you like to see pasted here on the wiki! Any feedback welcome. :)

Its contents provide:

  • Chaos Space Marines (10% done)
  • Chaos Daemons (1% done)
  • Dark Eldar (40% done (Is to be completed by Lord Cylarne, nobody touches))
  • Eldar (10% done)
  • Imperial Guard (25% done)
  • Inquisition Daemonhunters (1% done)
  • Necrons (10% done)
  • Orks (35-55% done)
  • Space Marines (10% done)
  • Sisters of Battle (1% done)
  • Tau Empire (25% done)
  • Tyranids (1% done)

So come join us fill in the blanks! Here is the link to all factions.

Eranthis Aconite has a new UA mod addon installed on MOD DB!

Eranthis Aconite, the creator of the Chaos Dreadnought VO, Chaos Sorceror Lord VO (Also Greyloc), Commissar Cadets VO (Also Jazz Sandwhich), Stormhammer VO, Plague Marines VO (also Jazz Sandwhich), Noise Marines VO (also Jazz Sandwhich), and much more has made several icons for the Necrons which are worth the download! Just look at them all...

Easy to install and a must get!

In Other News:

Do not discuss or ask for release dates:

Here is why:

  1. If a promised release date is given and does not come out, the hype will be for nothing.
  2. Time Zones. If a date was to be scheduled on say, the 19th, and it is the 20th in your area, this will make confusion on the other side of the planet.
  3. We have no idea when the mod will be released. Mods are time consuming, and large projects like this will take time to polish and make a wonderful release out of.
  4. We are remaking and implementing two fully functional new factions from scratch!!!
  5. We are revamping the skirmish gameplay completely in the THB Grand Release.
  6. We are revamping the AI completely in the THB Grand Release.
  7. Mods take time to make. Less people demanding, the more the creator is inspired to work on the mod.
  8. Keep these 7 reasons in mind the next time you want to ask for release dates...

Mod Progress

Going well. We have 5 major things to do (Will take the longest time):

  • Finish Tyranids AI
  • Finish Eldar AI
  • Finish Dark Eldar AI
  • Finish Inquisition Daemonhunters faction.
  • Censored and private information.

We have 3 moderate things to accomplish (Moderate amount of time):

  • Chaos Space Marines AI completion
  • Tyranids faction polished gameplay
  • Continuation of bug hunting and play testing

Final things to accomplish (Quick):

  • Overmassive bug fixing / suggestions applied
  • Test overmassive fixing

Then release. Don't ask when.

A clarification of what the difference is between 1.74 and THB

Okay, so I also got a lot of people saying, "What is 1.74?" | "What is THB?" | "What is the difference between them?" Well here it is, gents!

Version 1.74 will not ever exist. It was supposed to be a patch for version 1.73.9 that will be fixing a lot of things of the 1.73 release. It was cancelled due to the fact that a large margin of people wants to wait for the all time upcoming "The Hunt Begins" Grand Release.

THB is the next Grand Release. NOT A PATCH. It stands for "The Hunt Begins" and it will include two new factions on top of an overall improved skirmish gameplay interface. It has been worked on in private development for a little over a year now, and it has been worked on that long for several reasons: To include skirmish, AI, and two new faction overhaul. This will also be added to the FAQ.

A gist of what we can promise you THB will bring:

  • Inquisition Daemonhunters
  • Chaos Daemons
  • New advanced AI for all races, including but not limited to: improved competence and for some races, tactics the player may not expect.
  • AI relic unit and titan fielding error is fixed
  • Some AI with multiple strategies
  • More strategies will be applied to all AI after the THB releases (patches as there is not enough time)
  • Way improved build order + build base strategies
  • Less AI city building (less structures fielded until they get loads of resources)
  • All other factions receive new content
  • All other factions receive greater and better polish better than 1.73 version factions
  • Better gameplay
  • More encouragement of capturing Strategic Points + Critical Locations especially
  • More balance
  • Changed up music
  • Changed up and fixed main mod theme
  • New extended gameplay
  • Less spamming of relic units and titans
  • Elite units cost more, especially more required population
  • Relic units cost more
  • Changed up relic resource in general
  • More winconditions
  • More maps
  • Fixed winconditions
  • More abilities
  • More units
  • More structures
  • More research
  • More addons
  • More races
  • More fun

Now let us talk about the THB release:

THB stands for "The Hunt Begins". It is a grand release of 2015, not a patch, and the version number will be much different than 1.74, we're talking around version 1.8. The Hunt Begins is all about the Inquisition Daemonhunt versus the evil and twisted Chaos Daemons! All factions will receive new content, and there will be so much added to it, that took us over a year (almost) to achieve.

We know we said that THB would not take too long to get released, but fortunately, it is another 1.73 release as it is BIG, and even includes two new factions to play! All races were further polished and made nicely, plus what THB will bring is pretty much finished skirmish and is the last and final skirmish overhaul. It is official.

Version 1.73 was supposed to be skirmish overhaul and final, but then over time, we realized the flaws of most factions, and so THB revamps them to an all new and fun style. We know you will like all factions, at least better than 1.73, and we hope to continue the campaign after this! :D So THB release, full skirmish overhaul with two new factions. FUN! NExt grand release afterwords? Campaign and stuff. We'll see how it goes.

Keep in mind THB grand release will not be perfect. There will be bugs to fix afterwords like 1.73 release, and we hope to continuously patch it and patch it just like 1.73 versions. Only this time, you guys will have everything, so whatever we offer, you guys get immediately! :D - A clarification of what THB is.

Changelog:

- Will be released here: Moddb.com

When? Before March 20th.


In other news:

Competition - UA Official Logo

Is now officially our new logo and will be displayed everywhere possible upon the THB release. We are very glad to replace our old logo, and very soon, this will be applied as our official UA mod logo! You can see more details here:

Moddb.com

or click on the image itself above!!!

We are doing the contest again, and we already have three other logo participants willing to publish their items in the future! You can be one of them! ;)


We cannot wait to see the THB release at last! Sorry it took us a while to post the news.




Ultimate Apocalypse Trailer:



Ultimate Apocalypse Downloads:


Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Ultimate Apocalypse Patch - 1.73.9

Ultimate Apocalypse Patch - 1.73.9

Dec 19, 2014 Patch 145 comments

REQUIRES ULTIMATE APOCALYPSE VERSION 1.73!!! DOES NOT REQUIRE PREVIOUS PATCHES! Extract to your Soulstorm directory and select 'Yes' when overwriting...

Ultimate Apocalypse Patch - 1.73.8 (OUTDATED!)

Ultimate Apocalypse Patch - 1.73.8 (OUTDATED!)

Nov 12, 2014 Patch 102 comments

REQUIRES ULTIMATE APOCALYPSE VERSION 1.73!!! DOES NOT REQUIRE PREVIOUS PATCHES! Extract to your Soulstorm directory and select 'Yes' when overwriting...

Ultimate Apocalypse Patch - 1.73.71 (OUTDATED!)

Ultimate Apocalypse Patch - 1.73.71 (OUTDATED!)

Oct 29, 2014 Patch 56 comments

REQUIRES ULTIMATE APOCALYPSE VERSION 1.73!!! DOES NOT REQUIRE PREVIOUS PATCHES! Extract to your Soulstorm directory and select 'Yes' when overwriting...

Ultimate Apocalypse Patch - 1.73.6 (OUTDATED!)

Ultimate Apocalypse Patch - 1.73.6 (OUTDATED!)

Oct 15, 2014 Patch 50 comments

REQUIRES ULTIMATE APOCALYPSE VERSION 1.73!!! DOES NOT REQUIRE PREVIOUS PATCHES! Extract to your Soulstorm directory and select 'Yes' when overwriting...

Ultimate Apocalypse 1.73.5 (OUTDATED!)

Ultimate Apocalypse 1.73.5 (OUTDATED!)

Oct 3, 2014 Patch 46 comments

REQUIRES ULTIMATE APOCALYPSE VERSION 1.73.4! Install the 1.73.4 patch first! Extract all files to your Soulstorm directory. Select 'Yes' when overwriting...

Ultimate Apocalypse Patch - 1.73.4 (OUTDATED!)

Ultimate Apocalypse Patch - 1.73.4 (OUTDATED!)

Apr 5, 2014 Patch 98 comments

REQUIRES ULTIMATE APOCALYPSE VERSION 1.73!!! - Extract all files to your Soulstorm directory. - overwrite version 1.73 version files with this patch...

Post comment Comments  (40 - 50 of 16,736)
wheelmandan
wheelmandan Apr 23 2015, 6:56am says:

hey lord_Cylarne hope your doing good how is the mod coming can ya give a report, if not that ok just wanted to see how the mod someing you sir are a true hero for the empire. Did you hear what CA doing, a what i think to be a RTS of warhammer not 49k bit warhammer is htere a game just called warhammer? I thought it was one same mod.

0 votes     reply to comment
SkullHunter727
SkullHunter727 Apr 23 2015, 10:49pm replied:

better yet i can give you a link to his his YouTube channel so you can see for your self.
Youtube.com

+3 votes     reply to comment
Lord_Cylarne Creator
Lord_Cylarne Apr 24 2015, 11:50pm replied:

Heeeeeey, that's me! :p

Thanks for the reference good sir. My salutations to your most honorable efforts!

+2 votes   reply to comment
3clips3
3clips3 Apr 22 2015, 11:33pm says:

971 hours on track. I LOVE THIS MOD! One thing I really like to add with this mod aside from new music, maps, skins, etc., is the fall back mod. I really feel like that simple addition adds realism to the game. It causes units to fall back w/o you being able to control the unit anymore until their morale is restored. It works perfectly in conjunction w/UA.

Could it be possible to add something to the mod that makes tyranids fearless when around synapse creatures? Or perhaps a higher morale regeneration rate? Is it possible to add fx to they nids and hear them snarl or growl in some alien tone when in combat? Kind of like how the marines charge forward saying random quotes?

Mod team, thank you for all the hard work and bringing the W40K universe to life with this mod.

+3 votes     reply to comment
Lord_Impaler
Lord_Impaler Apr 23 2015, 4:49am replied:

changelog states nids will be fearless!:) no more moral. Synapse increases health regen

+2 votes     reply to comment
3clips3
3clips3 Apr 22 2015, 11:41pm replied:

FEAST YOUR EYES, FELLOW GAMERS! Some screenies of past battles: Steamcommunity.com

+3 votes     reply to comment
sinblood
sinblood Apr 23 2015, 2:06pm replied:

If you don't know how to disable UI, just create a txt file and copy/paste this (then rename the .txt file to autoexec.lua and drop it into your soulstorm folder. In game alt+f7 to enable/disable UI ):

screenmode = 0

bind("shift+F7", "toggle_screenmode()")

function SS_ToggleModifierEvents (state)
t_ModifierList = { "builder_idle_event", "negative_cover_event_modifier", "cover_event_modifier", "morale_break_event" }
local j = World_GetPlayerCount()
for i = 1, j do
local player = World_GetPlayerAt (i-1)
for x = 1, table.getn (t_ModifierList) do
Modifier_Player_FX_Enable (player, t_ModifierList[x], state)
end
end
end

function toggle_screenmode ()
if (screenmode == 0) then
screenmode = 1
taskbar_hide ()
message_hide ()
if (ingame_stats_toggle ~= nil) then
ingame_stats_mouseover_toggle (false)
ingame_stats_toggle (false)
ingame_select_ui_toggle (false)
SS_ToggleModifierEvents (false)
end
else
screenmode = 0
taskbar_show ()
message_show ()
if (ingame_stats_toggle ~= nil) then
ingame_stats_mouseover_toggle (true)
ingame_stats_toggle (true)
ingame_select_ui_toggle (true)
SS_ToggleModifierEvents (true)
end
end
end

bind("shift+F9","Test()")

function Test()
run = Cpu_ControlLocalPlayer()
end

bind("shift+F1","setsimrate(0)")
bind("shift+F2","setsimrate(2)")
bind("shift+F3","setsimrate(5)")
bind("shift+F4","setsimrate(8)")
bind("shift+F5","setsimrate(20)")
bind("shift+F6","setsimrate(40)")

+1 vote     reply to comment
sinblood
sinblood Apr 23 2015, 2:12pm replied:

shift+f7 I mean.

+1 vote     reply to comment
The Elite One
The Elite One Apr 23 2015, 10:38am replied:

Is that a Witch Hunters model I see? O_O

-4 votes     reply to comment
KaiphasKain
KaiphasKain Apr 22 2015, 4:37pm says:

Will the AI know how to not suck a ****? Happens all the time when I play

-2 votes     reply to comment
GreenScorpion
GreenScorpion Apr 23 2015, 5:15am replied:

What is your basic setup for a game? AI difficulties are mostly controlled by resource penalties or bonus due to how Relic made the game so low resource rates and standard starting resources may prevent the AI from developing, especially if combined. Lower difficulties will also increase the likelihood that the AI reaches a point where it gets stuck. Occasionally possible errors on build orders might cause issues where the AI slows down significantly and even stops completely but those occur randomly and not consistently like your comment suggests.

As a note to the future try to write comments with better language, there are children in moddb! There are so many ways to say the things you said, no need for expressions that may be misinterpreted by someone reading these comments through a translator (which apparently are many people).

+2 votes     reply to comment
KaiphasKain
KaiphasKain Apr 23 2015, 5:24am replied:

I'm sorry about the language. I like to play on hard, sometimes very hard, I love it when it is hard. Sometime the AI **** at me too hard and it hurts me a lot,especially when I'm playing the Sisters of Battle, the Space Marines, just won't stop ******* into my base and abusing my woman. They constantly cry in pain from the pounding they receive.

+2 votes     reply to comment
GreenScorpion
GreenScorpion Apr 23 2015, 5:43am replied:

So your issue is AI inactivity or hiperactivity? Or the fact that some times it is inactive and other times is hiperactive?
Consistent inactivity can be solved by providing more resources to the AI (high resource income for example).
Consistent hiperactivity can be solved by playing a lower difficulty or reducing the AI resources to a more adequate situation.
Inconsistent behaviour of the AI (some times sleeping on the job, other times spamming till the end of days) usually depends on the enemy races own AI (due to build strategies and other long term strategies specific to a certain race) or if the inconsistency happens while fighting against the same race it may indicate the choice of a build order not entirely correct or due to a "randomly" based decision the AI goes to a path that is either slower or faster than normal and thus attacks less often or more often depending on the case.
Keep in mind that while coding the AI for a DoW mod it is possible an unforeseen situation occurs with specific players. If it is an unexpected situation the AI might not be prepared to deal with it.
Still keep in mind that while programming something as simple as a misplaced "," can change the results of the program. DoW AI is no different :)

+1 vote     reply to comment
sinblood
sinblood Apr 23 2015, 6:33am replied:

AI is easily 'disturbed' by anything. Last example for me was yesterday while playing team game with Tau: at some point, it spawned 2 generators in a place they couldn't reach and then stayed still the whole game doing nothing and when I say nothing, it really is. Did not spawned any troops at all because of that XD Played that same map again but sent 2 Wraiths to prevent builders to spawn any structures at this place, AI worked like a charm.
Sometimes AI 'suck' because one troop is stuck between 2 structures and that specific ubit, seems absolutely necessary to the AI to decide to send to battle all other units it has spawned, then, until that stuck unit/blocking structure is destroyed, nothing will happen *facepalm*
Edit, so it is the player responsibility (lol) to keep an eye to any weird thing that might happen during a game, and then try to fix the situation. A game within the game , some kind of unwanted DLC? XD

0 votes     reply to comment
sinblood
sinblood Apr 23 2015, 6:39am replied:

Sometimes I have to spawn an Aeonic Orb just to destroy a specific building that bug an AI AND prevent it to start again :P

-1 votes     reply to comment
Lord_Cylarne Creator
Lord_Cylarne Apr 22 2015, 11:10pm replied:

What kind of dicks do they suck on? Is it the hairy situation? Or are those AI just being naughty?

+4 votes   reply to comment
KaiphasKain
KaiphasKain Apr 23 2015, 5:27am replied:

They like to tease as they nibble on my defences

+1 vote     reply to comment
40kfan2015
40kfan2015 Apr 24 2015, 4:31pm replied:

I would suggest some foreplay. You should gather up a little scout team and perform some skirmish maneuvers like going out, shooting at them a bit and the running back behind your defenses.

+1 vote     reply to comment
mbjo
mbjo Apr 23 2015, 12:42pm replied:

So the AI isn't hard enough to penetrate? I can see why you're dissapointed.

Maybe it just needs some positive feedback. Like a strategically placed thumbs up?

+1 vote     reply to comment
SkullHunter727
SkullHunter727 Apr 23 2015, 10:57pm replied:

O_O that's.....good thing i'm always pitching then.

+2 votes     reply to comment
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Platform
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Release Date
Released Dec 16, 2012
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781 votes submitted.

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Highest Rated (96 agree) 10/10

AWESOME

Apr 25 2011, 2:03am by Pharaoh-of-Unrest

Lowest Rated (11 agree) 1/10

It sucks dick.

May 6 2013, 4:43pm by OberfuhrerG

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