Credits:
Tempest - Original Mod creator, a lot of the models and buildings. Many thanks to him for allowing the assets to be used in order to get this mod completed.
Compiler - OE and Animations for the Turret
Zany_Reaper - Shadowsword
Medes - Leman Russ Exterminator (Leader Tank) -- currently replaced by the Senior Officer leman russ
Havoc - Venerable Dreadnaught
Titlams - Teamcolour
Hanger-8 - Banner/Badges
T'omm T'royy - Banner/Badges
Abriael - Banner/Badges
Kjon - Chaos Tank (Looted Ork Predator) -- currently replaced with the improved Looted Leman Russ so credits provided mostly for historical reasons.
FoK mod team - for the models used in several of the conversions
RT2 - conversion of some Praetorian units into FoK guard units, several model concepts, fixes and body synchs for some of my conversion concepts
deathwatch78 - for some work on the improved looted leman russ
ombrephenix - for the UI, textures and model improvements (including 3D work and OE work)
gerberman - for some fx
Promythyus - for allowing us to bring back life to this mod page after he had to leave modding
thudmeizer - for overseeing the recording of Praetorian voices
goldenhorde - for his help with Praetorian background
fuggles - for some scripts for Afriel units, useful suggestions and overall balance and tech tree development. Also last minute AE work, AI tweaks, UCS and 2d stuff - Anything bad is likely his fault. Why in the emperor's name did he have to get involved?
jONES1979 - for some help, advices and suggestions
Gambit - for some suggestions, ai work and other fixes
Shodar87 - for some suggestions
GreenScorpion - AE work, some kitbashes and minor OE work. Without his input there would be no mod.
Kasrkin84 - Bug fixes, testing
Faceless - testing
Genin32- for is Improved Water Textures mod.

Anyone else who made suggestions, comments and overall provided useful feedback and is not included in the above list. fuggles apologizes for anyone who did stuff which ended up not being used, but it will likely be in the final mod somewhere if you want to look. He really is a liability.

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It took some time but I am proud to announce the release of the Praetorian Mod!

The Praetorian race is in a solid state and can be played with and against with a fully functional AI.

Currently it is not compatible with objective points mod and thus if you play against other race mods it will not present the correct behavior on the praetorian banner. This is one of the reasons it is a beta.

There will be updates in the future which should solve some of the known issues but nothing significant.
Art assets should remain mostly the same so likely there will be no new units but rather bug fixing and possibly balance efforts if required.

Enjoy this mod and have a Merry Christmas and a Happy New Year!

Credits are available in the mod page summary and in a file included with the mod but since their work was so important they deserve to be refered here also :)
Some credits related to the alpha version off the mod by Tempest and are kept for historic reasons.

Credits:
Tempest - Original Mod creator, a lot of the models and buildings. Many thanks to him for allowing the assets to be used in order to get this mod completed.
Compiler - OE and Animations for the Turret
Zany_Reaper - Shadowsword
Medes - Leman Russ Exterminator (Leader Tank) -- currently replaced by the Senior Officer leman russ
Havoc - Venerable Dreadnaught
Titlams - Teamcolour
Hanger-8 - Banner/Badges
T'omm T'royy - Banner/Badges
Abriael - Banner/Badges
Kjon - Chaos Tank (Looted Ork Predator) -- currently replaced with the improved Looted Leman Russ so credits provided mostly for historical reasons.
FoK mod team - for the models used in several of the conversions
RT2 - conversion of some Praetorian units into FoK guard units, several model concepts, fixes and body synchs for some of my conversion concepts
deathwatch78 - for some work on the improved looted leman russ
ombrephenix - for the UI, textures and model improvements (including 3D work and OE work)
gerberman - for some fx
Promythyus - for allowing us to bring back life to this mod page after he had to leave modding
thudmeizer - for overseeing the recording of Praetorian voices
goldenhorde - for his help with Praetorian background
fuggles - for some scripts for Afriel units, useful suggestions and overall balance and tech tree development. Also last minute AE work, AI tweaks, UCS and 2d stuff - Anything bad is likely his fault. Why in the emperor's name did he have to get involved?
jONES1979 - for some help, advices and suggestions
Gambit - for some suggestions, ai work and other fixes
Shodar87 - for some suggestions
GreenScorpion - AE work, some kitbashes and minor OE work. Without his input there would be no mod.
Kasrkin84 - Bug fixes, testing
Faceless - testing
Genin32- for is Improved Water Textures mod.

Anyone else who made suggestions, comments and overall provided useful feedback and is not included in the above list.

Praetorians Title Screen


Praetorian mod 0.8 Beta release

For Praetoria! For the Emperor!

For Praetoria! For the Emperor!

News 7 comments

This is an update on the progress of the Praetorian mod for Dawn of War : Soulstorm. Was it always for Soulstorm? I don't know, but now it is.

Status update

Status update

News 13 comments

Just a small update with the intention of letting everyone know that this is still in production and it has had some developments in the last months.

Some news on the Praetorian Mod

Some news on the Praetorian Mod

News 3 comments

After being pretty much abandoned for several years due to the impossibility of the tempest completing the mod and then with promythius also not having...

Race Modification guide for Soulstorm

Race Modification guide for Soulstorm

Feature 22 comments

There are a number of Soulstorm race modifications available on Moddb, so I've put together a quick guide of the available ones, as well as the Unification...

RSS Files
Praetorian mod 0.8 Beta release

Praetorian mod 0.8 Beta release

Full Version 9 comments

Men of Praetoria is a mod for Dawn of War: Soulstorm, which aims to add the little known Imperial Guard Regiments heralding from the Planet Praetoria.

Comments  (0 - 10 of 131)
borisar5116
borisar5116

I absolutely love this mod. It's probably my most played mod. A wonderful faction for those of us who prefer defensive infantry and offensive artillery play. However, I have some feedback, after playing with it for a while:
1) Core infantry unit is too weak. They are fewer in numbers, with slower-firing lasguns, yet their damage, even when fully upgraded, is lesser than unupgraded Guardsmen of Imperial Guard. That they require longer time to fire and have to setup to fire, yet have lesser damage output in range or melee- It's just not right. Seems that upgrading the forces with bayonets does not increase their melee damage, it remained the same. Furthermore morale upgrade actually decreased their morale from 350 to 300 instead of increasing it.
2) It would be lovely if Aid stations could also serve as bunkers from which the troops could fire. As they are, the infantry are terribly vulnerable, yet most enemies either engage them as far longer ranges or close in for melee, in either case the infantry is doomed and hiding inside far behind Aid stations or Munitions storages just isn't an option, especilly considering they bring nothing to the fight while inside. It would also be swell if these aid stations/bunkers could be built outside control areas. Most maps are not very generous with space and having to stuff such valuable defensive structures among our base buildings is not very prime.
3) Regimental statues are really not that useful. Call-ins rely on enemies keeping still or staying on a predictable path, which is rarely the case when it matters. The gain from them is same as of any faction's base unupgraded listening post, while completely unable of being upgraded, leaving a lot to be desired.

To put it bluntly, the faction feels severely underpowered. There is nothing to hold the line, really, at least not among infantry. They all break immediately, the enemy's preference of melee forces you to constantly micromanage their positions, making the unable to fire. When they do fire they fire slowly, but with lesser damage output. The most you can do is have heavy weapons teams deployed, assisted by medics all too prone to dying to single shot, trying to keep the line as enemy melee-prone swarms... swarm you, hoping the mortars can keep the enemy dispersed and pinned down enough your infantry kills them, but this is a very population heavy way, so you can't really maintain multiple fronts, that often gets blown up anyway, since frankly the faction is missing some real anti-vehicle weaponry. Compared to damage of other factions' AT weapons, the Praetorian Anti-Armour missile squad barely dents the health of enemy armour units in my experience.

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borisar5116
borisar5116

Well, I suppose there are Ork mercenaries that can be called in to hold the line in melee. Hmmm-

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pclaydon
pclaydon

having issues with this mod the file seems corrupted and ive tried redownloading a few times

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Traner
Traner

How's going with the mod?

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rmcgowa8
rmcgowa8

I thought this mod was long dead glad to hear there may be an update

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fillingerscott
fillingerscott

wait so what exactly is this faction? i dont get it

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Myrion_08
Myrion_08

A guard regiment specializing in artillery and long ranged lasguns, supplemented by ork mercenaries.

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fillingerscott
fillingerscott

oh neat

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Goodall18
Goodall18

Cant wait for the new update.

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ombrephenix
ombrephenix

This Mod is alive! I guarantee it. I am solely responsible for its pause. Mainly for "IRL" reasons which forced me to review my priorities. New models have already been made (implemented in the game) and others are corrected and updated. It is "3D", Animations, "OE", "AE" and Arts works, relatively complex because they impact the gameplay. I have to make sure that the teams that have or will work on the gameplay understand the objectives of my models. The "Structures" are at the origin of the design concepts created by "RT2" and "GreenScorpion" which I reworked to accentuate the visual identity of the faction. I modified the models to build the "Background" of the gameplay and be able to obtain a "build_order" more consistent with this "background".
It's a gameplay point of view that involves only me at the moment, I have to sell my "vision" to the rest of the "team". I'm just one of the "tools" that synthesizes the aspirations of members of the "Men of Praetoria" mod development team.
My personal challenge is "Arts Design" and to get a consistent faction in its gameplay and Background. Unfortunate design choices can easily distort this faction. I favor the "old school" vision of the wh40k hobby. (I am not an expert on rules but I like the old-fashioned scent of old codices.) My Inspiration for my work comes from the official background but also that created by the fans.
There is no point asking questions that will remain unanswered for the time being. I really don't have the time "IRL" to promote the Mod. So I leave this “time consuming” task for the rest of the team for the moment. I only focus on a version of the mod that implements the full potential of the models. The main objective being to archive the work already carried out.
They will have a clean and tidy toolbox to finalize the "build order" and do a "brainstorming" on the deeper "global DPS". This will allow us to wait for the rest of my work for the faction, because I still have many models to make for the faction. (Alternatives to the "buil_order" which will no longer impact the "heart" of the gameplay.)
To understand my motivation, I made the "Modding" support of the "Praetorian Faction", which implies that my work is intended to be exported to other types of gameplay ("Dowpro", "Codex" or "UA" for example). Mod "Men of Praetoria" is dedicated to "DoW / SS" gameplay and therefore does not have the obligation to use the full potential of the models. It is something that I accept with serenity, when I have finished the list of my works for the faction I will study the interest of making it myself a mod.

Sorry if the translation is wrong.

Things done in 2018:
Forums.revora.net
2019 is less impressive on the outside but brings a lot more to the interior mod. I fell behind on my annual report.

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