image171 15 December 2023 is the fifteenth anniversary of the Titanium Wars Mod. Congratulations! And... take new latest version of this Mod. ===========================================================
Titanium Wars Mod for Soulstorm ver. 1.00.43.
(It was restricted on ModDB, explanation here and here.)
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All streams and videos here!!!
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NB!: Also read Titanium Wars FAQ item 4.8 (about private status). Do not ask about download here on ModDB. Just look on other resources mentioned in messages.
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Grumbling Orc Game Development,
Grumbling Orc Great Hall, December 2008 - July 2024.
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NB!: Titanium Wars is very old well-known DoW-Mod for good experienced RTS-players and true W40k-lovers with real serious work over DoW-content. Do not search here the popular-casual-gameplay. Popular does not mean the best.
- !!! - NB!: Also please read the rules of moderation of comments in the end of this page (press on "READ MORE"). - !!! -
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NB!: TWM-players created a community in Discord [click] for regular online gaming in the Titanium Wars Mod. JOIN TO IT! It will be interesting. From the activity of this gaming community will depend the further public life of the Mod. Also use Discord for tech/gameplay/other questions. Most of the questions about Titanium Wars will not be answered here on ModDB.
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NB!: This Mod only for Soulstorm ver.1.2 & 1.3 (not for Dark Crusade)!!!
Dark Crusade version see here.
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NB!: Before ask here on ModDB any question about the Mod,
read Titanium Wars FAQ here in forum section. Also look on Change log.
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Thread on Warforge forum - official forum of the Titanium Wars Mod.
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image171 Anniversaries for TWM:
15 December 2008 - the first day of the development (TWM-birthday),
15 November 2009 - the first public release (DC-version),
16 February 2012 - the first public release for SS-version.
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Welcome to the World of epic wars on Titanium Wars Mod arena.

This is almost classic gameplay DoW Mod but with almost all GW units. If you was tired by "revolutionary revision of gameplay" mods you are welcome here. In this Mod you'll see very interesting dynamic extended gameplay with fully functional single campain, skirmish, and multiplayer. If you dream about epic Warhammer 40000 battles then this is your Mod. If you want to see all Warhammer 40000 units in one mod then this is your Mod. This Mod is a kind of a superstructure over original masterpiece from Relic and it isn't a radical revision of all gameplay ideas of DoW. Main motto of this Mod: "All Warhammer 40000 units must be in DoW!" See Mod's readme-files and visit the official forum of the Titanium Wars Mod on Warforge for more information. This is HUGE Mod. So much work was done and so much work awaits in future development!

Good luck in your epic battles in Warhammer 40000 Universe!!!

Features of this mod:

- Many-many new units and buildings. Extended tech tree. 13 playable W40k-races.
- Many-many new abilities and upgrades.
- New Heroes and fully functional Heroes wargear.
- RPG elements from CutterShane's Heroes System. Experienced units after battles.
- Fully functional single campain, skirmish, and multiplayer.
- And finally Titans and Titan-like units!

Important remarks:

- Main goal of this Mod: all Games Workshop units in DoW game.
- This is high quality Mod. This Mod was made with Relic standard of quality (and even higher for some parts and aspects).
- This Mod was the first DoW mod when you can see Titans and Titan-like units in all game types (campaign, skirmish and multiplayer).
- This Mod changed mind of DoW Community about Titans in game (balance issue). Now we see many mods with Titans.
- A lot of work was made in this Mod framework on 3D-level and in OE-code for Relic and DoW Community models. Many units and buildings were reworked to more quality variants (behaviour especially). Titanium Wars stuff are used in many other mods now.
- This Mod is new view on campaign. You can see new quality of game in campaign (especially in strongholds with new scar-code scripts).

Installation instructions can be found in readme files (file setup(eng).txt in Mod's folder in archive file) and/or here on ModDB local forum.

Note about known software problem under Windows 7: Known problem with campaign playing. Old DoW engine is not truly compatible with Windows 7. (Maybe Windows Vista and Windows 8 too. No any problems under Windows XP 32bit.) The problem is only in the end of some Strongholds in campaign. Sometimes DoW game crash after playing outro before end-mission-screen. This is software problem. Methods of solution are described in Titanium Wars FAQ item 2.11. Please read and use one of these methods.


I WISH TO EXPRESS MANY THANKS TO:

- Games Workshop for creation our beloved Game Universe and serious support to Warhammer 40000 fans for many-many years.
- Relic as best game developers team in all Our World.
- Corsix's Mod Studio and its creator.
- Dawn of War Texture Tool and its creators.
- Brother Santos as creator Santos' Tools for 3Dsmax 2008.
- Annihilation, TTRU (especially), Firestorm (especially), DoW Pro, Steel Legion, Inquisition Daemonhunt (especially), Whitch Hunters (especially), Craftworld, and Tyranid (especially) mods creators. Without those mods, I would never find so many ready-made models and its corresponding elements (textures, icons, sounds) necessary for basic idea of this Mod.
- Enthusiast-creators of new models, textures and FXs for DoW. This Mod would never have been created without good hard work of modelers and artists from International DoW Community. They created many beautiful good functional models for DoW Mods. Take my hot gratitude guys...
- Special thanks to Winterdyne as author of Warhound Titan model.
- Special thanks to Catwell as author of models: Great Unclean Ones, Keeper of Secrets, Hierophant Bio-Titan, and special Greater Daemon (used in TWM as Worlds Crusher, independent Greater Daemon of Chaos).
- Special thanks to Maestrorobertus as author of Stompa model.
- Special thanks to BoyChaos as author of Annihilation Barge, Doomsday Ark, and Ghost Ark models.
- Heroes System. Original Heroes idea and implementation by CutterShane 2006. Heroes Special rework by Arkhan 2007. Big thanks for their work.
- AI programmers from Dawn Of Skirmish Mod Team.
- Special thanks to Karandras for his great work for many years over 3D-models and gameplay concept of the Adeptus Mechanicus playable W40k-race.
- Special thanks to Thudmeizer for his directions to some existing DoW models which were unknowing for me. (Needs list was partially satisfied.)
- Thanks to SS BugFix mod team for their detailed readme file. Some of their observations were very useful and some of their fixes were incorporated into the Titanium Wars Mod.
- Eugene Roshal for his great multi-functional file-manager Far.
- My best friend Vadim Nikitin for support.
- Alexei Yudichev, Evgeny Nikiforov, and Irina Fridman for their help with editing of English variant of readme-file.
- And you for reading this text and your interest for Titanium Wars.

Also great thanks to our donators. Look on file "Donations.txt" in the Mod's folder or follow to this link to make donations. List of TWM-donators can be seen there. Donations remind modders that modders have to work. :)

Sincerely yours,
Grumbling Orc.

Grumbling Orc Great Hall, February 2012.

- !!! - Please read the text below before write here anything. - !!! -

The rules of moderation of comments.

- Abusive, disrespectful and rude behavior is prohibited.
- Stupid questions are prohibited too. Please think before you'll speak and write.
- If you are not able to download files from ModDB, do not ask me about it in comments. Ask ModDB admins about it. Or use alternative download links on Warforge or Discord.
- Read Titanium Wars FAQ. Do not ask questions from the FAQ.
- Do not promote other mods (in any form). Also do not make any other offtopic.
- Do not ask huge questions about TWM in comments. Please go to the forums for that.
- Do not ask technical questions here. Please read Titanium Wars FAQ first. Go to the forums if you did not find the answer to your question.
- Do not use public comments as PM to me. Use true PM for private communication.
- Please never ask about link to free access to latest version of TWM-SS here. I had made "easter eggs" enough in order to people be able to find my private download links.
- Please do not discuss here free access to TWM-SS, it does not make sense. We must respect the decision of the admins of ModDB here. TWM-SS was restricted here officially. If you have wish to restore free status for TWM-SS here on ModDB, ask admins of ModDB directly and persuade them about it in personal mails.

Comments (which do not comply with these rules, or just a lie) will be deleted. Please do not spam here. If your comment was deleted, it means that it does not conform to the rules. Just stop posting here. Go to the forums if you are needed the answer to your questions and/or discussions...

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RSS Articles

Version 1.00.43 (16 July 2024)

Change log
==========

- Fixed bug in some of new GrOrc's AI function, which lead to AI disfunction in scripted missions in TWM-campaign.
- Reworked charge range melee parameter for many squads for all races.
- Reworked difficulty settings on scripted maps.
- More correct work of AI on scripted maps.

Version 1.00.42 (5 July 2024)

Change log
==========

- NB! Global rebalance for many weapons. In particular:
-- Plasma Guns have reload 1 instead of 0,5.
-- Melta weapons more effective.
-- All TWM models have firing progress modifier for Plasma Guns, Plasma and Bolt Pistols (correct visual for new balance).
- NB! AI has been significantly updated. In particular:
-- More correct TWM-AI-code as a whole.
-- Workers work better.
-- Repairers work better.
-- Deep strikers are more active.
-- AI-bots can build advanced (additional) workers.
-- AI-bots place buildings on grid (in most cases). More free space on bases (!).
-- AI-bots place buildings more evenly. Turrets especially.
-- Second HQ can be built by AI on safe place far from first home base.
-- AI-bots build Thermo Plasma Generators more frequently.
-- Fixed bug with locked workers by AI without any gameplay actions.
-- Jump Move command for jumpers. Jumpers use their jump ability more effective.
-- Fixed bug with sometimes sleeping AI-bot.
-- Changed detach settings. Attach-able units may try to change squad according to own preferences.
-- Gun Servitors works as repairers when the number of other servitors is low.
-- Tyranids Hive Fleet in Orbit no longer attacks workers using abilities Shadow in the Warp and Flesh Explosion.
- Necron Builder Scarabs OE-code was updated. Now they able to fight in melee combat.
- Skull Probe OE-code was updated (SM, WH, AdA). Now it able to fight in melee combat.
- Chaos Raptors able to deep strike from Chaos Temple (barrack).
- Kommandoz Nob Leader has become a better as detector.
- Costs of Orks weapons have been revised downward. Ork Boyz have a bonus according to their specialization.
- Orks Big Banners produce the Requisition Resource (half compared to Strategic Point).
- Tau Coalition Center can be built anywhere.
- Shrine of the Living Saint can be built anywhere.
- Bodyguards (DH) do not use squad cap now.
- Arbites Local Headquarters provides a significantly smaller increase in requisition resource than before.
- Hive Tyrant increases maximum squad cap by 5 (+1 to old value) and support cap by 4.
- Broodlord increases maximum squad cap by 5 and support cap by 4 now. Therefore Tyranids can have maximum squad cap 50 and support cap 48.
- Necron teleport to buildings no longer depends on Monolith and Summoning Core.
- Fixed bug with displaying the Time Bonus for Necrons. Thanks to BioNurgle for report.
- Fixed bug with Orks jump at the beginning of the game.
- Fixed bug with the potential of multiple building of Living Saint.
- Fixed some little bugs.
- UCS-files were updated.

Version 1.00.41 (15 December 2023)

Version 1.00.41 (15 December 2023)

News

New version of the Titanium Wars Mod for Soulstorm.

Version 1.00.40 (12 May 2023)

Version 1.00.40 (12 May 2023)

News 5 comments

New version of the Titanium Wars Mod for Soulstorm.

Version 1.00.39 (26 February 2023)

Version 1.00.39 (26 February 2023)

News 3 comments

New version of the Titanium Wars Mod for Soulstorm.

Version 1.00.38 (31 December 2022)

Version 1.00.38 (31 December 2022)

News

New version of the Titanium Wars Mod for Soulstorm.

RSS Files
Edited "Soulstorm.exe" ver.1.3 (Steam ver.) for using extra memory

Edited "Soulstorm.exe" ver.1.3 (Steam ver.) for using extra memory

Patch 6 comments

In the starter of this theme I wrote about the well-known technical problem in the campaign under Win7. I've found that editing the file in accordance...

Edited "Soulstorm.exe" ver.1.2 for using extra memory.

Edited "Soulstorm.exe" ver.1.2 for using extra memory.

Patch 12 comments

In the starter of this theme I wrote about the well-known technical problem in the campaign under Win7. I've found that editing the file in accordance...

Post comment Comments  (0 - 10 of 1,225)
jaghatai_khano7
jaghatai_khano7 - - 59 comments

PDF is a great army. I can deal with him better with the turtle tactic. :)

AI also helps during construction and repairs vehicles during combat. Man, finally someone cares about AI !

Reply Good karma Bad karma+2 votes
GrOrc Creator
GrOrc - - 1,012 comments

In this version, the AI ​​has been greatly reformed. Watch my streams for details. English subtitles are available.

Reply Good karma+2 votes
jaghatai_khano7
jaghatai_khano7 - - 59 comments

You have done a great job. Some people were lazy and did not pay attention to AI

Reply Good karma Bad karma+2 votes
GrOrc Creator
GrOrc - - 1,012 comments

Version 1.00.43 (16 July 2024)

Change log
==========

- Fixed bug in some of new GrOrc's AI function, which lead to AI disfunction in scripted missions in TWM-campaign.
- Reworked charge range melee parameter for many squads for all races.
- Reworked difficulty settings on scripted maps.
- More correct work of AI on scripted maps.

Reply Good karma+4 votes
GrOrc Creator
GrOrc - - 1,012 comments

Version 1.00.42 (5 July 2024)

Change log
==========

- NB! Global rebalance for many weapons. In particular:
-- Plasma Guns have reload 1 instead of 0,5.
-- Melta weapons more effective.
-- All TWM models have firing progress modifier for Plasma Guns, Plasma and Bolt Pistols (correct visual for new balance).
- NB! AI has been significantly updated. In particular:
-- More correct TWM-AI-code as a whole.
-- Workers work better.
-- Repairers work better.
-- Deep strikers are more active.
-- AI-bots can build advanced (additional) workers.
-- AI-bots place buildings on grid (in most cases). More free space on bases (!).
-- AI-bots place buildings more evenly. Turrets especially.
-- Second HQ can be built by AI on safe place far from first home base.
-- AI-bots build Thermo Plasma Generators more frequently.
-- Fixed bug with locked workers by AI without any gameplay actions.
-- Jump Move command for jumpers. Jumpers use their jump ability more effective.
-- Fixed bug with sometimes sleeping AI-bot.
-- Changed detach settings. Attach-able units may try to change squad according to own preferences.
-- Gun Servitors works as repairers when the number of other servitors is low.
-- Tyranids Hive Fleet in Orbit no longer attacks workers using abilities Shadow in the Warp and Flesh Explosion.
- Necron Builder Scarabs OE-code was updated. Now they able to fight in melee combat.
- Skull Probe OE-code was updated (SM, WH, AdA). Now it able to fight in melee combat.
- Chaos Raptors able to deep strike from Chaos Temple (barrack).
- Kommandoz Nob Leader has become a better as detector.
- Costs of Orks weapons have been revised downward. Ork Boyz have a bonus according to their specialization.
- Orks Big Banners produce the Requisition Resource (half compared to Strategic Point).
- Tau Coalition Center can be built anywhere.
- Shrine of the Living Saint can be built anywhere.
- Bodyguards (DH) do not use squad cap now.
- Arbites Local Headquarters provides a significantly smaller increase in requisition resource than before.
- Hive Tyrant increases maximum squad cap by 5 (+1 to old value) and support cap by 4.
- Broodlord increases maximum squad cap by 5 and support cap by 4 now. Therefore Tyranids can have maximum squad cap 50 and support cap 48.
- Necron teleport to buildings no longer depends on Monolith and Summoning Core.
- Fixed bug with displaying the Time Bonus for Necrons. Thanks to BioNurgle for report.
- Fixed bug with Orks jump at the beginning of the game.
- Fixed bug with the potential of multiple building of Living Saint.
- Fixed some little bugs.
- UCS-files were updated.

Reply Good karma+4 votes
FoxFort
FoxFort - - 1,558 comments

It was very annoying of Tyranids constantly attacking workers. Non stop, once one ability ends, next one starts and so on in the circles.

Reply Good karma Bad karma+2 votes
Guest
Guest - - 700,050 comments

Hello, Chaos Daemons are too powerful, they field so many units so quickly compared to everyone else.
Also, the purple orb of Daemon prince and ultimate chaos daemon (the bigger brown one) does CRAZY damage, and they keeps spamming it from great range.
I'm forced to add more allies just to balance the game out against Chaos Daemons, and even with that they keep spamming high DPS monsters and bully my allies with insanely damaging creatures.
Please review this, thank you.

P.S. I'm loving what you did with the Necrons, great fun playing with them or against them.

Reply Good karma Bad karma+1 vote
GrOrc Creator
GrOrc - - 1,012 comments

Chaos Daemons is not balanced in this time. You see now only alpha-version of this race. This is a preliminary rough billet of this race.

Reply Good karma+1 vote
Guest
Guest - - 700,050 comments

It's great that you only use 100% verified models without bugs, unlike other mods that just keep adding and adding ugly kitbashes or ram-eating high-poly models ripped from other games, with lazy Xrefs for animations. I just can't take those seriously (no disrespect to anyone, I understand making models is HARD and TEDIOUS).

Have you tried getting in touch with Fedor or other modellers? Perhaps you could get permission for using some custom content? I believe the Russian modding scene has some of the greatest talents for DOW-compatible 3D content?

Good luck in any case. And (a belated) happy new year.

Reply Good karma Bad karma+2 votes
GrOrc Creator
GrOrc - - 1,012 comments

I did not only use good work from good modelers, but I also did great contribute a lot to the 3D-content and especially its behavior in the game. I have high quality standards (TWM-standards), however not every modeler able to comply with them. Including those who for some reason are liked by many people, but really they don’t make models in a truly Warhammer 40000 spirit. I do not take models that do not correspond to the spirit and letter of Warhammer 40000.

Reply Good karma+1 vote
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