Description:
The Apocalypse mod team proudly presents to the audience and fans of Dawn of War, a two year long waited content filled and epic release of all time, the Ultimate Apocalypse mod Grand Release, 2012. In production unreleased to the crowd for a long time, the Apocalypse mod Alpha Internal, the "mother of the Grand Release" was reworked towards the extreme. Featuring dozens of new content, no other mod will have, this mod lets you do the unthinkable unlike any DOW mod. Do you imagine the largest Warhammer40k scale battles topped with balance for all races? Do you ever want to experience your spine throttling like crazy with good feelings over, and over, and over? Do you hate having your squads limited by Relic's balance system? Do you want to see your enemies nuked by the abilities of your own superweapon, or steamroll them with many titans fighting other titans with complete balance? This is your mod. This is one of the best DOW mods.

Furthermore, this mod has the better gameplay, feel, and epic features that no other mod can ever match. The Grand Release is available now, today! Below is the trailer of this mod, watch it, and let your mind get blown!
 

Want To Play Online?
'The Veiled Region' Server Room is open. Everyone willing enough to be apocalyptic and have cccrrrraaaazzzyyyy fun, meet your friends and perhaps your hated opponents to take on for revenge within Dawn of War: Ultimate Apocalypse online.

Apocalypse Mod Team:
Krronus (Executive Producer and developer) - developed 1/15/10
Tyrantarmy6 (MODDB leader, Trailer developer) - joined July 2010
Cylarne_04 (Primary mod Team Leader, does everything in the UA mod) - joined 7/4/10
Cosmocrat (High Primary Modeller, Primary Art leader) - joined 10/19/2010
Profman96 (High Primary ALPHA mod tester) - joined 12/24/10
RT2 (Global 2d/3d hex n' tex professional) - joined 2/24/11
Gambit (Primary ALPHA mod tester, Advisor, Alpha testing team organizer) - joined December 2011
PsykoTenshi (Primary ALPHA mod tester, secondary advisor, community manager, entertainer, global guy)
Mauritiux (Alpha mod tester) - joined January 2013
Jazz-Sandwich (UA Campaign script writer, VO) - joined February 2013
BouncyTEM - (Sound Master artist, VO) - joined February 2013
Khaotic_Comrade - (Secondary coder, environment artist) - joined December 2013
Greyloc - (Professional VO) - joined December 2013 
Oomperial - (Primary Texturer) - joined June 2014

New Alpha Mod Testers (Organized by Alpha testing team organizer):
We are now currently looking for people to test the private Ultimate Apocalypse Mod, the Alpha mod project.

The Grand Release Trailer has been released!!!

The XP2 2012 Trailer has been released!!!

The Ultimate Apocalypse actual 2012 Trailer has been released!!!

For more information, go to our Forum.

Frequently Asked Questions (FAQ)

To view the credits go here.


Image RSS Feed Latest Screens
As Requested - The Basilisk Magnus Emplacement Necron Sentry Turret fully textured! The Great Gargant 2.0 is TC now
Blog RSS Feed Report abuse Latest News: Ultimate Apocalypse News - July

35 comments by Lord_Cylarne on Jul 12th, 2014


Ultimate Apocalypse Mod

News - July



We want to get rid of as many bugs as possible before its release! There are still lots of things to accomplish before the 1.74 final release and we get closer and closer to its completion (obviously :p). Now to point out some things, like you are aware, the 1.74 release will indeed include Inquisition Daemonhunters and Chaos Daemons!!! On top of that, bug fixes everywhere and balance + improved ai from version 1.73.

Overall the release is going to be huge and with two new races apart of the mod, it is back to the good ol' times like in the 1.72 days, only better. So here is the gist.

- Sounds -

 Flat out different music than 1.73. We replaced the musics in 1.73 with original 1.72 soundtrack + added more to the music at a total of just under 30 soundtracks to listen to during game and it is great. The sounds applied to the Manta, Boomy Turret, Hellfex, Necron Turret, and more was improved. Dark Eldar dark lance sound was improved.

- Infiltration Concept -

 So the attempt and reliability to click and click to stealth your units fails... players should not have to worry about that. Infiltrated units unfortunately in DOW has little to no work arounds for this, so I came up with a solution: if the in_combat_ext modifiers actually work in DOW, infiltrators remain infiltrated until they attack. Otherwise if not, infiltrators can attack when infiltrated again, and we will give some dedicated stealth detector units. All infantry units will be able to detect infiltrators like in 1.73.

- Sisters of Battle -

 End game has been fixed and on top of that, the unfinished and flawed release of the Sisters is all polished now and plays nicely once again! I even improved some gameplay advantages of the Sisters.

- Chaos Space Marines -

 We are reimplementing the Marks system. The specific mark chosen will allow chaos to field specific chaos champions with new abilities and more. The Daemon Prince applied to the champions appearance will not be changed, but will be stronger and different upon the mark chosen. Sorceror and Cultist benefits are unchanged and fine as is. Mark specific passive abilities will be applied to all units such as damage bonus (Khorne), health regen (Nurgle), ability recharge (Tzeentch), morale (Slaanesh). Mark specific superweapons will be added.

- Necrons -

 Completely different, similar to 1.72 style, and you will love them again. 1.73 Necrons were indeed bad and I goofed them up while trying out new concepts. They had a very, very, very, very poor economy style/flow and they were nerfed like a boss in 1.73, but in 1.74, their economy is different, and for those who like the bigger plasma generators, they are back and in action once again! New research, new base defense including shields (shields redone just like Tau) as well, and... new units.

- Tau -

 The Mako Titan and very few other units were indeed rebalanced. Tau in 1.73 were absolutely great, and in 1.74, they are ultimately improved. Mako beating Manta? Fixed. Tau shields visibility was now dimmed down by a lot so you can see your base. How shields work is also different like with Necrons.

- Orks -

New titan units. Fixes. Rebalanced.

- Space Marines -

Tons of new units. Bug fixes.

- Dark Eldar -

Little changes besides balance changes.

- Eldar -

Little changes besides balance changes.

- Imperial Guard -

Lots of new stuff and lots of new changes.

- Tyranids -

Global ability fx revamp and balance changes, plus giving them some late game love.

- Bonus map pack -

Maybe available before 1.74 release. Includes fixes and new maps!

That is pretty much 80% of the heart of 1.74. There will be one more thing included in 1.74 and you may have seen it from the past. ;)

As for the 1.74 work in progress, it is going good and strong. Chaos Daemons are almost done and Inquisition are getting an extreme make over by me. :O

So that's the plan. Any questions?




Ultimate Apocalypse Trailer:



Ultimate Apocalypse Downloads:

Download the latest version, 1.73!

Ultimate Apocalypse Full Version (1.73) 

Mirrors:

Mega - Filesmelt - .Torrent file

If downloading from Mega, make sure you either use a Chromium-based browser (Chromium, Opera, Google Chrome) or install the Mega browser extension for Firefox, otherwise the file won't be saved correctly as it is a bit over 100MB. Official explanation here.

Get the latest patch! (Very Recommended!)

Ultimate Apocalypse Patch - 1.73.4

Download the recommended map pack!

Version 1.73 Bonus Maps (Recommended Download)


Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Fan Made Addons

Fan Made Addons

Jun 5, 2014 Models Pack 34 comments

Ultimate Apocalypse Addons, provided by fans of the Apocalypse mod! Thanks to Crosslune and JAPIERDOLE2, they have provided extra content that you may...

Ultimate Apocalypse Patch - 1.73.4

Ultimate Apocalypse Patch - 1.73.4

Apr 5, 2014 Patch 71 comments

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

Version 1.73 Bonus Maps (Recommended Download)

Version 1.73 Bonus Maps (Recommended Download)

Mar 31, 2014 Multiplayer Map 32 comments

A MUST GET bonus maps for version 1.73, including removed pesky fog, removed skyboxes that used to block camera view, decreased water level to allow units...

Ultimate Apocalypse Full Version (1.73)

Ultimate Apocalypse Full Version (1.73)

Mar 31, 2014 Full Version 184 comments

IMPORTANT NOTE: Delete any previous versions of the mod before installing 1.73! Do NOT merge the installments. -- The long awaited 1.73 release is out...

(OUTDATED!) Ultimate Apocalypse Patch - 1.72.7

(OUTDATED!) Ultimate Apocalypse Patch - 1.72.7

Jun 26, 2013 Patch 82 comments

Version 1.72.7 patch was released for the Ultimate Apocalypse mod Grand Release version 1.7. REQUIRES NO OTHER PATCH! The patch fixes for one, a huge...

(OUTDATED) Ultimate Apocalypse Grand Release (1.7)

(OUTDATED) Ultimate Apocalypse Grand Release (1.7)

Dec 21, 2012 Full Version 126 comments

This is it, finally here, the Ultimate Apocalypse Grand Release! Boasting many, many more features than ever before, such as: Relic units and Titans for...

Post comment Comments  (5720 - 5730 of 12,287)
Sakura Matou
Sakura Matou Mar 27 2013, 4:26am says:

I don't know why it won't let me reply directly but meh. All flyers actually. The Guard ones are the worse offenders though..I just hate the DoW SS Engine for them and thier Mechanics irk me. It gets Annoying when Guard spams them When i want to Have a dirty Gritty Tank and Infantry Battle. I play on Insane only for the most part unless I am testing things in Dev mode then I set it to hard but yeah A restrict flyers option would make my day. Also I just play standard guard out of the Codex none of the special ones I know I suck haha.

+1 vote     reply to comment
RT2...
RT2... Mar 27 2013, 5:45am replied: +2 votes     reply to comment
Sakura Matou
Sakura Matou Mar 27 2013, 3:49am says:

Ohhh Nice...Since Guard, Chaos and Dark Eldar are my favorite races to play the new units make me Giddy With Excitement! Now the question is does everyone get some goodys? BTW I am in the process of Making a Dominatrix Model for the Nids for fun.

P.S. I play Guard in the Minis Game :D

+1 vote     reply to comment
RT2...
RT2... Mar 27 2013, 4:18am replied:

Moddb.com

Just a link to an area if you have something in particular you want to bring up. :) They are sorted by races. :) And they don't cycle out of the feed like it does here. :)

What flyers are giving you curry?
Is it the guard ones when playing against them?
Or another flyer?
Air assets are very handy for me for scoping out the enemy.
Then suddenly there is a precision bombardment doing maximum damage to the area. :P

In TT they are getting to become an undeniable asset. :)

P.S.
Vostroyans, Tallarn, Cadian, Catachan, Mordian, Elysian, Valhallans, Praetorian, Mixed?

+1 vote     reply to comment
Sakura Matou
Sakura Matou Mar 27 2013, 3:35am says:

"Flyers" even XD

+1 vote     reply to comment
Sakura Matou
Sakura Matou Mar 27 2013, 2:09am says:

Now only if Lord Doofus would put in an option for "Restrict Flyres" I would be a Happy Gal!

Yeah Yeah I know I keep complaining about them :P

+2 votes     reply to comment
Roflchan
Roflchan Mar 26 2013, 8:34pm says:

Tyranids: The massive genetic species that doesnt have an end in numbers nor do they know when to take a hit, Do no require Control area to build thus if their base is destroyed, Tyranids: "hey look an empty spot on the other side of the map lets build over there and create an army in two seconds we dont need Sps because we have SELFBUILDING reclemation pools that make requesition for us not to mention we dont need a Control area". All bases are destroyed Tyranids- "Cant kill my hive mind -Problem?!?!?!", better yet when they dont need SPs and can just make their own Spawn pools to produce req, The buildings dont need a builder either they can just build ANYWHERe and dont need to move a builder across the battle field and recreate their armies in a split second, what makes it worse is the hive mind cant die (of course im pretty sure the fix is in progress)of course their limitless armies is fine i mean i know thats the whole point so that can stay the same (if u ask me) but a reclemation pool should have time added to it like Necron Generators do not to mention added expense, and the hive mind should require some form of Control area to build or have a specific builder required to go around the place, self building isnt a problem, Dark eldar have it so im not complaining on that, Dark eldar might need control area too the slave cages should produce them as done previously, Basically this is how i feel about the Tyranids when i see them in the Game: from 1:02 to the end Youtube.com

+4 votes     reply to comment
RT2...
RT2... Mar 27 2013, 1:14am replied:

Remember if you spot anything else that there is always the Suggestion section here. :)

Moddb.com

+1 vote     reply to comment
Lord_Cylarne
Lord_Cylarne Mar 26 2013, 8:39pm replied:

Lol, yeah... but I'm only worried about 1.72 Tyranids right now that does none of this anymore, including the Hive Mind builder fixed. :P

Hehehe, thanks for feedback man! Can't wait to hear your thoughts on Tyranids 1.72!

I absolutely know how everybody feels about some races, but I'm doing the best I can to fix up all TWELVE. :P

Bugs are in many places, it is impossible to fix them all, but the more feedback we get, the more fixes, plain and simple.

+3 votes     reply to comment
jONES1979
jONES1979 Mar 27 2013, 6:07am replied:

1) The "glows on units" is the [mass-]effect applied by ability of another one unit.
2) The "attack position" is a feature of unit's weapon

+2 votes     reply to comment
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Released Dec 17, 2012
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Highest Rated (72 agree) 10/10

AWESOME

Apr 25 2011, 2:03am by Lord_Incubus

Lowest Rated (9 agree) 1/10

It sucks dick.

May 6 2013, 4:43pm by OberfuhrerG

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