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Dawn of War: Dark Crusade Downloads > Mods > Full Race:
Tyranid Mod (0.45DC) (0.45-DC)
Filename: tyranidmod045dc.exe


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49.14 MB
0.45-DC
Tyranid Mod Team
79676
07-02-2008
Dark Crusade
Mods > Full Race


Average User Rating: 7.7
Number of Votes: 414
Related Files:
Latest 5 Mods > Full Race:
- Civilians and Arbites (2.0) (Version 2)
- civilians and arbites (1.0)
- New-Races-Mixer
- Fullscale Battlegroup (version 4)
- Witch Hunters Mod beta (v 0.2)

5 Other Files by Tyranid Mod Team:
- Tyranid Mod 0.5b2 for Soulstorm (0.5b2)
- 0.5b1 for Soulstorm (0.5b1)
- Tyranid Mod 0.45SS Unit Testing Map (1.0)
- Tyranid Mod 0.45SS (0.45-SS)
- Tyranid Mod 0.45-DC Multiplay Patch (0.45-DC)

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Tyranid Mod (0.45DC) (0.45-DC) - File Description  


Description:
Quote:
This is the much-awaited Tyranid Mod 0.45 release for Dark Crusade. It's a full release, not a patch - you won't need any previous versions of the mod to install or use it.

Included are major animation and model updates, along with some rebalancing and new gameplay features.

For more information, read the Readme below.


OMG! Its finally here! The newest edition of the tyranid mod, for Dark Crusade! These guys are showing every one that you can do tyranids on the current game engine, and they are doing a heck of a job! This is a must-download!

-colonialhockey10



Tyranid Mod (0.45DC) (0.45-DC) - File Download Options  

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Tyranid Mod (0.45DC) (0.45-DC) - Readme  
Readme File:
---------------
DESCRIPTION
---------------

This modification for Dawn of War adds the Tyranid race,
from the tabletop war-game Warhammer 40k from which Dawn
of War was based on, to the game. The Tyranids are an alien
race, threatening the imperium from the edge of the galaxy,
living only to feast upon the flesh of their foes. They are
a fearsome adversary, but an even better ally! That's why
our mod allows you fight with and for the great Tyranid race,
swarm the enemy with hundreds of hormagaunts, stamp on your
foes with the huge carnifex and devour your opponent from
within with the deadly lictor. We aim to show players of Dawn
of War what the fantastic Tyranids are and attempt to keep as
true to the feel of the race as possible.

Tyranids 0.45 Release
--------------------

+HOW DO I INSTALL IT?+

Simple run the installer! It should locate your DoW folder and
automatically install into the right place. This will
overwrite 0.4 or 0.401 if you have either of these versions
installed, however if you happen to still have 0.3 installed
for original Dawn of War or Winter Assault, it won't alter
that install.

+WHAT IF I'VE MODIFIED YOUR MOD?+

If you've modified anything in the /Tyranids/ mod folder or
subfolders, you will need to backup your alterations prior
to running the installer as it will delete the entire
directory before installing this version of the mod.


===IMPROVEMENTS===

We've added a lot to the mod since 0.401, aside from the code
changes, we now have a much larger array of unit models in game.
I'm pleased to say that we no longer have any place holders in
game, other than the Hive Tyrant which is now represented by
an oversized Warrior model.

Unfortunately not all of the models are completely animated and
many are missing fx and sounds, although I can assure you that
every unit has a walking animation, we didn't want any more
floating 'Nids!

Synapse is now represented graphically by a blue flashing ring
underneath the affected tyranid units.


===IN GAME THINGS TO KNOW!===

+WHAT TO EXPECT FROM THIS MOD+

This mod is intended as a halfway between 0.401 and 0.5. It
features significant art upgrades; so much so that we're no
longer using any non-Tyranid placeholders.

There have been a reasonable amount of balance tweaks since
the last release as well.

Saying that, we really hope you enjoy it!


+HOW DO BUILD ZONES WORK?+

Most buildings don't care about build zones anymore. The only
ones currently restricted by build zones are Reclamation Pools,
which you ought to place around your HQ or Spore Chimneys.

At Tier 4, the Capilliary Spire should allow you to place them
more freely.


+HOW DO I CAPTURE STRATEGIC POINTS?+

Unlike in previous releases, the majority of the smaller Tyranid
units are now capable of capturing Strategic Points.

The units that can now capture points are spinegaunts, termagaunts,
hormagaunts, genestealers, raveners, rippers, and warriors.


+WHAT ARE YOU USING AS BUILDER UNITS?+

Will of the Hives are the Tyranid builder units. They are a
little like the Eldar builder units. These appear as floating
red glowing spheres. These sometimes are a little tricky to
select, so you may need to click and drag on occasion to catch
one.


+WHICH UNITS ARE STEALTH DETECTORS?+

- Lictors r35+5+5+5 (increased ranged by research),
- Zoanthropes Toxic Miasma r4,
- Genestealers and Broodlord by T3 research r4
- Hive Tyrant Toxic Miasma T3 research r4
- Carnifex by Totic Miasma T3 research r4

- HQ Toxic Miasma r40
- Capillary Tower Toxic Miasma r40
- Spore Chimneys Toxic Miasma by T2 research r40


+HOW DOES THE TYRANID ECONOMY WORK?+

Capture Strategic Point and build Spore Chimneys/Listening Posts
(just like other races), you will also need to build lots of
Reclamation Pools as these produce higher levels of Requisition.


+HOW DO I KNOW WHEN I AM ON A PAR WITH OTHERS RACES RESOURCE OUTPUT?

As the Tyranids only have one resource, requisition, as a guide you
need to produce 180+ requisition, not the usual 100 or so.


+WHAT ARE THE SQUAD AND SUPPORT CAPS?+

The maximum squad capacity in-game is 30 and the
maximum support capacity is 20. To justify the increase
in squad cap from the usual 20 to 30, the Tyranids do
not have turrets or mines.


+HOW DO I INCREASE THE SQUAD OR SUPPORT CAPACITY?+

By simply building a Hive, the relevant cap will increase
by 5, look at the help tool tips. As a guide you should
build the following -
4 Hive Node/Troop/Brood Hives – increase squad cap by 5
1 Birthing Sacs/Elite/Warrior Hives – increase squad cap by 5
2 Spawning Chambers/Carnifex/Heavy Hives – increase support cap by 5
1 Mutation Lair – increase support cap by 5
1 Tunnel Warrens/Relic - increase support cap by 5


+HOW DO I DEFEND MY BASE?+

As the Tyranids you can only defend with your mobile forces,
your spawned units. Your base does NO damage to the enemy. However,
all your buildings produce an effect called Toxic Miasma.
This slows them down and it reduces the enemy’s accuracy.


+DO MY BUILDINGS HAVE SYNAPSE AURA?+

The HQ has Synapse. The Hive Mind would never
leave their young without the comfort of their “mother” being
present at the “birth”. Synapse provides “Iron Will” (auto
rallies your troops) and “Immune to Instant Death” (reduces
enemy damage) as per the codex.


+WHAT TYRANIDS HAVE SYNAPSE?+

The Hive Tyrant, Brood Lord, Warriors and Zoanthrope
all have the Synapse aura.


+WHAT DOES “WITHOUT NUMBER” MEAN?+

In the Hive Node (Troop Hives the Spinegaunts, Termagaunts,
Hormagaunts and Genestealers) at T3 (Tier 3, after
the second HQ upgrade) there is another set of 4
identical icons at the bottom of the unit selection
box. They have “without number” (WoN) in the top row of the
help tool tip. These units are produced at full strength,
for example, when spawning a 'without number' Genestealer unit,
instead of spawning at a squad size of 2, they will spawn as a full
squad of 12. Individually they are cheaper and spawn quicker than
units at T1 and T2. Use the “without number” upgrades when you have
plenty of resources.


+I’d like to give feedback about the mod or visit it’s creators.

You can visit our website at http://tyranids.dowfiles.com/,
feel free to give comments on the mod, as long as they’re constructive!


===KNOWN ISSUES===

+THE BROODLORD IN THE MAIN MENU+

Yes, we're aware that the Broodlord in the background of the
main menu will display after playing any Dark Crusade race.
We don't know why this is, but we'll endeavour to fix it as
soon as we find out.


===DISCLAIMER===

This is to acknowledge that we take no personal responsibility for any
hardware damage or data corruption brought forth by the use or
installation of this DoW modification. As used, this modification works
"as is" and has been thoroughly tested and should not cause any major
problems. In the event, however, that something serious does occur, it
is up to the user(s) of their computer(s) to make appropriate backups
before any attempt is madeto install the following DoW modification.
Use at your own risk.

40K, GW, Games Workshop, Tyranids, Hive Fleet Behemoth, Hive Fleet Kraken,
Hive Fleet Leviathan, and any Tyranid unit names are all either ®,™ and/or
© Games Workshop Ltd. Used without permission.

Hive Fleet Moloch is the property of Marco Schulze
(http://www.hivefleetmoloch.de/), whom we all admire and adore (and kindly
gave us permission to use his fleet colours).


===SPECIAL THANKS===

Special thanks have to be given, because without these wonderbras, this
mod couldn't have been possible. In no particular order:

-The Entire Tyranid mod team. Working hard to strive for the impossible
-The Dawn of Skirmish ai team, for their fantastic ai and thudmeizer especially for his ai work
-Corsix, for his mod tools and game manager fix
-DoWFiles, for their hosting space
-The Relic Forums community for being fabulous
-Lord Azreal - Leading the mod for a while
-Gwalchavad - Coding
-J_Ray - Hormagaunt and Termagaunt models
-Davisbe, for his great temporary team pattern files!
-VenerableDread for his temporary reclamation pool team pattern file!
-Hollow for his translation work


Tyranid Mod (0.45DC) (0.45-DC) - User Comments  
The following comments are owned by the user that posted them. Dawn of War Files is not responsible for their content.

Total comments: 219 | Last comment: 06-15-2011 at 16:00

 #1 - 07-02-2008 at 18:30
EuphoricAcid
From: (Transylvania)
Joined: July 24th, 2007
Posts: 201
my eyes! THEY BURN eek! hmm... don't mind if I do

 #2 - 07-02-2008 at 18:50
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
Grr... the promo pics seem to have choked... I'll stick them in a newspost.

 #3 - Beautiful! - 07-02-2008 at 19:16
Rixile
Joined: July 15th, 2006
Posts: 12
Outstanding job done!

I cannot wait for the 0.5 version, will 0.5 be for ss only or DC as well?

 #4 - 07-02-2008 at 19:36
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
By the looks of things we'll be shifting to SS-only for 0.5, and then maybe going back to redo it the hard way in DC once we've got the important things finalised in SS.

 #5 - 07-02-2008 at 20:32
Cadian_Guard
Joined: August 14th, 2007
Posts: 93
great job but i feel like the Tyranids are underpowered
i played a few games and got completely slaughtered by being outranged horribly...may i suggest making the units move a little faster....hormogaunts should be moving a full sprint not hopping along....i hear so many comments about how fast the tyranids are and how they are able to quickly assault your troops using FoF in TT...they seem to slow...

 #6 - 07-02-2008 at 20:48
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
Genestealers and synapse units are helpful. Most synapse units have reasonably good ranged power and genestealers munch through things. wink

 #7 - 07-02-2008 at 23:15
EuphoricAcid
From: (Transylvania)
Joined: July 24th, 2007
Posts: 201
jesus god... the ai uses the tyranids flawlessly... it makes for a truely satisfactory survival game I feel, having been curb stomped by the insane ai tyrannic horde at least five times big grin. at least a 9.5/10 overall, id say.

 #8 - At Last!!! - 07-02-2008 at 23:27
Alexoah
Joined: April 30th, 2006
Posts: 95
Can't wait for the SS release!!!

 #9 - 07-02-2008 at 23:30
Zke
From: (The O.C.)
Joined: November 11th, 2005
Posts: 201
Thank you guys so very much for this.

 #10 - Holy crap - 07-03-2008 at 00:23
sage62
From: (Maple Ridge B.C)
Joined: August 29th, 2007
Posts: 186
My god, I thought this mod was dead for sure and we would be doomed to live with the imcompletness of the rpevious version, but now you have restored my faith in you guys, I'll have to download this when I can get DC working againmad

 #11 - 07-03-2008 at 02:59
fuggles
Joined: April 29th, 2007
Posts: 122
BY THE GODS THAT IS PHENOMENAL!!! Ridiculous amounts of congratulations to every single member of the team. Wow.... I mean just...wow.

 #12 - website? - 07-03-2008 at 06:58
ab2531
From: (Bruxelles)
Joined: August 21st, 2007
Posts: 324
the website http://tyranids.dowfiles.com/ is dead?

 #13 - 07-03-2008 at 07:11
uberdude32
Joined: July 2nd, 2008
Posts: 5
So I can't say something sucks, what kind of forum place is this anyway. This site has gone to the dogs recently!

 #14 - Uberdude32 - 07-03-2008 at 07:42
Alexoah
Joined: April 30th, 2006
Posts: 95
If you think the speech is restricted now, you should have had the pleasure of the previous moderator. He liked to "sort out" people who weren't really violating any of the 7 rules of posting. That said, saying "this sucks" is definitely interpretable as an attack. If you can say why you feel something is substandard then you are moving into different territory. Now all that said, how could you possibly say that this even come close to sucking?

 #15 - SWEET! - 07-03-2008 at 08:02
Disease_61
From: (Vermilion, Ohio)
Joined: November 14th, 2007
Posts: 224
yay! i can actually kill comps with'em now big grin.

 #16 - 07-03-2008 at 08:17
jamunition
Joined: February 11th, 2008
Posts: 169
i love this mod! have as many won spingaunts, as many termagants and as many uba carnifexs charge at an impireal guard base and watch as small tyranids slaughter them then the big guys come in and crush the strong ones thanks tryanid mod team!

 #17 - OMG - 07-03-2008 at 08:46
Milleuros
From:
Joined: October 19th, 2007
Posts: 262
Wow ! Great !

 #18 - 07-03-2008 at 08:58
karang92
From: (Kent)
Joined: June 19th, 2006
Posts: 115
YES! IT HAS FINALLY ARRIVED!

 #19 - For ab2531 - 07-03-2008 at 09:11
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
Yes, our official site is currently down - has been for over a month now I think.

We're running off a backup forum until our DoWFiles forum is brought back online. Until that happens, you can find us here:
http://tyranids.freeforums.org

 #20 - 07-03-2008 at 09:58
Grand_Master_Bean
From: (Grantham)
Joined: December 1st, 2007
Posts: 743
down boy! down!

Private stand down!

 #21 - :( - 07-03-2008 at 10:39
Disease_61
From: (Vermilion, Ohio)
Joined: November 14th, 2007
Posts: 224
multiplayer no works Cry

 #22 - 07-03-2008 at 12:29
shasostick
From:
Joined: December 17th, 2007
Posts: 68
...*twitch* blerg! ner! ugh! *twitch*
me..like..
dammit. to bad i'm into necrons now.
oh well. its very good guys

 #23 - LOL - 07-03-2008 at 14:05
GeorgeRox26
From: (KIMPTON!)
Joined: March 20th, 2007
Posts: 345
one baneblade killed a constand stream of

524!!

tyranids, in a choke point
eek!

 #24 - 07-03-2008 at 16:01
Kouen
From:
Joined: September 14th, 2005
Posts: 1766
uberdude32, feel free to pull that crap all you like, but make the mistake of underestimating me as a "10-year-old power-abusing script kiddie" and you'll find yourself making a complete pillock of yourself.

Everything is logged server-side - every comment, every staff action in regards to comments. There's plentiful evidence of the justificaition in pruning your comments.

Ah, what the fug, no point in arguing with you, lasagne, you're about to have your ban record updated anyway.

 #25 - really not a nidsfreak but I gave it a try - 07-03-2008 at 17:01
Sgt_Rotten
Joined: December 15th, 2006
Posts: 139
I'm not really into 'Nids, but I gave it a try and I found something really weird, just want to know if other people got the same problem :
I tried the mod (honestly I repeat, I'm really not a 'Nids freak but oh well I always encourage modteams of any kind) and with the full details on, all the boost tweaks on and all... the resolution of the 'Nids models is still very low, I don't understand cuz if I compare other mods or other race models everything's ok... so it ain't coming from my computer or something like that by the way.
Models of the other races are ok except the 'Nids that are really ugly in comparaison... (???) Anybody got that problem ?

 #26 - yay next nid mod - 07-04-2008 at 02:33
VitusPrime
Joined: May 5th, 2008
Posts: 5
well done so far with the work you have done on the nid mod and in a way your getting nearer to finnishing it. im just hoping that you can finnish it before dow 2

good luck for the rest of the prodject

 #27 - 07-04-2008 at 06:21
stpauls
From: (Burgess hill)
Joined: March 22nd, 2007
Posts: 7
NOO! i was so excited about this but it doesnt work! i installed it but when it loads it syas something about the AI and that its not responding!frownfrown

 #28 - Some things to consider...Love this MOD!!! - 07-04-2008 at 08:00
wounded_badger
From: (NC)
Joined: April 2nd, 2005
Posts: 66
1) Sometimes you can see at least (1) Will of the Hive Mind "wrench" above its head when playing against the Tyranids even in the FOG where you can't see or target....
2) Anyway to make the Spore Chimneys Larger? To show the takign over of the Planet or system? Like as they grow they get larger....
3) What about a tunneling or movement system (like the Guard or Eldar) with Growth Columns that can spawn the basic Tyranids, like Gaunts, and Stealers....nothing more than that....
4) What about Lictors getting a cover bonus always as they seem to die rather quickly and don't kill as easily either....
5) Is there any way other than a person's style of play to maybe put a condition in or pick a certain evolution path to where maybe you could use mycetic spore assaults with certain lower Tyranid Forms?
6) Will we see Gargoyles?
7) Any possibility for a Hierophant? stick out tongue (doesn't hurt to ask..need something to go after the Warhound Titan..heh heh)

Lastly...just wanted to say I have been following your MOD from the start....I didn't care about the proxy models, just wanted the NIDS....thank you so much for all your hard work....and I will be enjoying it as I redeploy to the sandbox....when I am not on Patrol....thanks again...this was the best going away present I coudl have received...next to...ahem..my Fiance...HA! See you in 8 months.

 #29 - 07-04-2008 at 08:10
fuggles
Joined: April 29th, 2007
Posts: 122
@27 - are you playing with another mod at the same time (eg combiner) or in soulstorm?

 #30 - Some things I'd like to see in the SS version - 07-04-2008 at 09:27
Baralix
From: (Savage)
Joined: July 3rd, 2008
Posts: 7
Units:
1. Gargoyles- Jump infantry or Air unit
2. Tyrant Gaurd
3. Hierophant- The trygon just seems... too... boring stick out tongue
Buildings:
You guys did awesome on most of the buildings but I would like to see some animation. cool

As for the rest you did a great job. But other than the toxic... powder... It doesn't feel as desecrated as it should. Try to work on the look a little more...

So I say Two Thumbs Up!

 #31 - things that bother me... - 07-04-2008 at 09:35
chaoslordx13
From: (Sterling Virginia)
Joined: January 21st, 2007
Posts: 585
so far the mods looks sick!!
just one thing bother me...
i was expectin more gruesmoe sync kills from nids than anyother race,
the carnifexes close combat attacks look lame,
other than that the mod looks great!!
(of all the races nids seems to me to be the one with the most violent sync kills and normall attacks, cause in the tt fluff they kill without mercy, slashing, ripping, bitting)

 #32 - setup a server for nid mod players - 07-04-2008 at 09:36
chaoslordx13
From: (Sterling Virginia)
Joined: January 21st, 2007
Posts: 585
we should all pick one server all nid mod players want to play on so that when u go online u can find a game, if theres people on ^^

 #33 - 07-04-2008 at 10:46
Grand_Master_Bean
From: (Grantham)
Joined: December 1st, 2007
Posts: 743
omg you guys drive me mad

this mod has JUST been released and you are already saying that you want MORE and BETTER and for SS?!?

seriously it has been out for like a day or 2, and already you're whining!!

jeez...


Lovin the mod, those Uber-fexes, trygon and genestalers rip through most things smile

Especially when you play with the "massive battles" win condition big grin

 #34 - 07-04-2008 at 11:20
Tau22
From: (Banská Bystrica)
Joined: April 9th, 2006
Posts: 248
Yes, yes, yes!!! I shall finally tear those foolish Imperials apart with a carnifex!!
Thank you, Tyranid mod team, for all the hard work you´ve done to bring to the nids the glory they deserve.(Note: Nids are not my favourite army, that´s the Tau, but thjey are still uber cool)

 #35 - 07-04-2008 at 12:40
stpauls
From: (Burgess hill)
Joined: March 22nd, 2007
Posts: 7
@29 fuggles- nope, i don't have soulstorm and i'm not using another mod, i think i had this problem before withe the inquisition mod and all i did was uninstall the mod and the re-install it so ii'll try that

 #36 - OMGWTF - 07-04-2008 at 16:47
wraithlord900
From: (Utah)
Joined: March 22nd, 2008
Posts: 441
OMGWTF its still not For Soul Storm

 #37 - 07-04-2008 at 17:17
maxxta
From:
Joined: March 16th, 2008
Posts: 350
The last edition worked for ss, does this? and did u add any more models or just new animations?

 #38 - Mission Editor - 07-04-2008 at 18:30
wounded_badger
From: (NC)
Joined: April 2nd, 2005
Posts: 66
Is it possible to import the race (as it is) into the Mission Editor for Dark Crusade...got some wicked ideas for maps and...fluff battles....(if its ok by the Tyranid MOD Team..)..any help would be appreciated, for importing buildings and models into the Mission Editor.

 #39 - 07-04-2008 at 19:00
chaoslordx13
From: (Sterling Virginia)
Joined: January 21st, 2007
Posts: 585
i added this to soulstorm
just delete the ai folder and it should work, just the nids wont have ai XD
and im not whinning, im just saying taht i was expecting the carnifex's to have some coller looking attacks instead of jsut poking the ground, thats the only thing that bugs me ^^

 #40 - 07-04-2008 at 19:31
chaoslordx13
From: (Sterling Virginia)
Joined: January 21st, 2007
Posts: 585
the problem with adding it to soustorm ist the no range thing, if anyone knows how to get rid of this please let me know!

 #41 - 07-04-2008 at 19:34
chaoslordx13
From: (Sterling Virginia)
Joined: January 21st, 2007
Posts: 585
nvm just delete the heroes lua

 #42 - 07-04-2008 at 19:39
chaoslordx13
From: (Sterling Virginia)
Joined: January 21st, 2007
Posts: 585
ok nvm again that didnt work XD
ill give the first person to figure out how to fix this 10 bucks!!

 #43 - When they made version for soulstorm? - 07-05-2008 at 05:54
morellogno
Joined: July 5th, 2008
Posts: 38
hm... if I delete al it will work with soulstorm but I can't play against tyranid yes? Could someone who have that mod add film on you tube who show that mod? thx. You know I wait very long on that mod but I have only SS : ( I heard version 0.4 sometimes crushed and game off. With version 0.45 is the same problem?I heard make conversion for SS is straight and they make her very fast but what that mean? Mod was made very long so fast can mean a few days, weeks or maybe months.... if someone know precise time of SS version please let me know : )

 #44 - 07-05-2008 at 06:29
chaoslordx13
From: (Sterling Virginia)
Joined: January 21st, 2007
Posts: 585
in the tyranid mod forums it says to delete the ai folder and heroes lua and it works but i get all the no range crap.
hopfully someone will know how to remove this or the next relsaes will come out soon.

 #45 - 07-05-2008 at 08:33
ZombieDragon201
From: (Hobbs, NM)
Joined: June 12th, 2007
Posts: 57
*sigh*

There should be an SS release soon enough, as far as I know.

 #46 - Online play - 07-05-2008 at 10:19
NIGHT_BOB
Joined: March 5th, 2006
Posts: 10
!st of all i wanna say well done guys, ive dl the other mods and gotta say that the work u guys have done is top notch and u deserve lots and lots of credit.

I see that some guys are moaning about things like "does it work for ss" or "its bad graphics" to be honest, to do the work u guys ahev done is great.

I only have 1 problem, and i read a post with the same problem, ive connected online with the mod active, and treid to join other games who have the mod active, but it comes up "incompatible game"

Its not like 1 of us didnt have the mod active, cos we both dl it. Is this a known error or just me and a few friends?

apart from that im so happy u guys took the time to do it

again. well done guys

 #47 - problems with 4.5?? - 07-05-2008 at 13:52
joedrache
Joined: July 5th, 2008
Posts: 1
i had some probs getting it started. try reinst the 4.0.1 patch on top of 4.5, then use the shortcut.

but now that its on, it seems to crash more often than 4.0.1

any ideas about that? sometimes its ai execution, but sometimes it just closes mid game.

Thanks!

 #48 - ... - 07-05-2008 at 14:25
Zealot2021
From: (California)
Joined: August 15th, 2007
Posts: 428
in regards to graphics, i wouldnt say the nids are bad, but man, when u compare it to some other mods, like TTRU and FoK mods, which, while not being something as fantastic as that witchhuntermod (visually), still maintain above-average details. I cant help but notice the Tyranid graphics are subpar, even to even regular vanilla dow. granted, it is still in the preliminary stages, but could i get a confirmation (maybe) that you will be updating all the models in the end so that i can see some beautiful looking units shred up some baddies?

keep it up, looks great.

 #49 - EPIC ONSLAUGHT!!! - 07-05-2008 at 23:14
Red_Hammer
From: ( West Vancouver)
Joined: April 20th, 2006
Posts: 122
Yee Haa! They done it! They created the Atomic Bomb! I knew they had it in them. Great job dudes. Drinks on the house! I hope the giant six armed Tyranid that carries the over-sized machettes is in there too! Love the "Massive Battles" choice included in there!

 #50 - wow - 07-06-2008 at 02:55
badmad200300
From: (nottingham)
Joined: January 24th, 2008
Posts: 8
this is amazeing! i can now play the tyranids PROPERLY with the proper modals,not c*** stand-insbig grin tips for new mod (v0.5)
1. add sounds to every modal includeing when chaptureing strat points.

2. add modals attacking when you attack something.

3. how meny upgrades are there, delete some( there amazeing as they are anyway)

4.badges.
this will take time but for the books, i will be waiting.

 #51 - Tyranid mod 0.45 works for soulstorm even though its for dark crusade - 07-06-2008 at 09:09
2cdempster
From: (Glasgow)
Joined: April 1st, 2006
Posts: 47
I Was playing the tyranid mod 0.45 on dark crusade when i wondered if it would work on soulstome so i tried it. everything worked fine. the only thing that didnt work was the enemy or allies AI didnt work they just sat there not doing a thing. also on the main menu the Dark eldar, Tau, Sisters of battle and necrons primary leaders came up as the bloodlord. and anyway i would like to know how long it will be till it is playable for soulstorm. but 10/10 god job guys.

 #52 - 07-06-2008 at 10:27
the_inquisition
From: (manchester)
Joined: November 4th, 2007
Posts: 22
they all start off too strong i find, playing with them its just dificult, if you could possibly delay how long they attack for till about 13 mins, because right now it feels like three minutes. i can't even recruit that fast! lol

 #53 - 07-06-2008 at 12:24
chaoslordx13
From: (Sterling Virginia)
Joined: January 21st, 2007
Posts: 585
just delete the ai folder and the computer ai should work except for the tyranid, they wont have ai

 #54 - Bug fixing and comments - 07-06-2008 at 14:14
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
Well first I'd just like to say >don't install 0.401 onto 0.45<.

The bug fixes in 0.401 are already in 0.45, so installing the 0.401 patch onto it is only going to cause more problems.

Next, if you're having issues with multiplayer, you may need to upgrade your version of Dark Crusade with the 1.2 patch.

Third, although it's nice to have people wanting to help, suggesting which units we ought to include or not include isn't helpful. We have the design plan for 0.45-SS (which is going to be pretty much the same as 0.45-DC, only with some tweaks to make it function with flyers and better AI) and 0.5 already. These designs are based on what we are actually capable of doing within the game.

So if we don't include something, it's because it's either too big (like with the Heirophant), or just won't work.

We want to include as much as possible, so keep that in mind.

 #55 - 07-07-2008 at 02:56
Ankehl
From:
Joined: November 28th, 2005
Posts: 7
HELP!!! I installed the mod, but when i start the game, i can only play to normal DC... Can someone help me?

 #56 - Stability version 0.45 - 07-07-2008 at 04:19
morellogno
Joined: July 5th, 2008
Posts: 38
Hey all. I've got one question. Last time I play version 0.4 and game crushed very often, middle what 2nd game. What with stability version 0.45? Work correct?

 #57 - 07-07-2008 at 07:00
Floppyhamwarsalad
Joined: May 3rd, 2008
Posts: 95
does this mod work on ssconfusedconfused

 #58 - 07-07-2008 at 07:06
Floppyhamwarsalad
Joined: May 3rd, 2008
Posts: 95
This mod i better than the tyranids in DoW2 are u kiding me aniway keep up the good work man oh and dont freak but try this mod for soulstorm u guys it works fine but the other race does nothing the mod is great id give it a 9/10. URock

 #59 - Comments - 07-07-2008 at 12:08
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
@Ankehl:
Have you activated it in the game manager?

@morellogno:
We've been getting mixed reports about the balance. Some people love it, some people don't. It's a matter of playing around until you find what works.

@Floppyhamwarsalad:
This is 0.45-DC. For Dark Crusade. You could install it for Soulstorm, but other races' AI wouldn't work, the Tyranid AI would give errors, and you wouldn't be able to attack flying units properly. We'll be releasing an SS version very soon.

 #60 - Questions - 07-07-2008 at 12:12
morellogno
Joined: July 5th, 2008
Posts: 38
Can someone tell me what with stability of the mod?Mod is precius I fear only bad stability. Game crushed? If yes how often? And one more question but now for Tyranid Mod. Mod is super but I for example have polisch version and one race who is english looks strange. It's dificult to translate?(I don't think about that how dificult is translate english on polish(that very easy) I think about that how dificult is make that (I think about programs who should be use etc.) Daemon Hunters mod for example was translate on polish and that was great. What about translate Tyranid Mod? Do you help person who want do that?

 #61 - sorry - 07-07-2008 at 12:15
morellogno
Joined: July 5th, 2008
Posts: 38
sorry for double post answer was added just a few minutes vor my post

 #62 - 07-07-2008 at 14:54
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
We currently have Spanish, French and I believe German translators, but nobody to help translate to Polish, sorry.

As to game crashes, I don't believe we've had any reports of crashing.

 #63 - 07-08-2008 at 01:09
Ankehl
From:
Joined: November 28th, 2005
Posts: 7
I've resolved my problem. There was a bad line in the tyranid.module, which prevents mod to be recognize by DC. I've deleted it, and now it works

 #64 - 07-08-2008 at 04:03
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
Which line would that be out of curiosity?

 #65 - 07-08-2008 at 04:38
Ankehl
From:
Joined: November 28th, 2005
Posts: 7
I haven't the files here. I'll tell you tomorrow.
Concerning crashes, yesterday, I tried to play a 4 player game, and the ia crashes at the start of the map, making the map freeze like when you win or loose

 #66 - 07-08-2008 at 05:11
Ankehl
From:
Joined: November 28th, 2005
Posts: 7
here are the lines:
DllName = WXPMod
;; DllName = WXPMod_DCMod

i must uncomment the second line, and comment the first, perhaps because i have only DC installed

 #67 - 07-08-2008 at 05:13
yep_yep_yep
Joined: July 8th, 2008
Posts: 7
No pics frown ?

 #68 - 07-08-2008 at 06:25
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
Interesting Ankehl. I'll pass that along to our coder.

And Yep Yep Yep, check the news posts.

 #69 - 07-08-2008 at 07:29
Ankehl
From:
Joined: November 28th, 2005
Posts: 7
Just for curiosity: is there any way to make tyranids playable in campaign?

Not that i think it's necessary, this mod is wonderfull.
But i like to play campaign, so if you think there is a possibility, i will gladly help you (if i can, i can't assume that i know your programming langage)

PS: Sorry if i make big mistakes, i'm french!!!big grin

 #70 - 07-08-2008 at 08:47
morellogno
Joined: July 5th, 2008
Posts: 38
Tyranid Mod for DC was out 2 , in one interwiev team says something like that '' soulstorm version will be added a few days after DC version''. Few it mean smaller than 10 . Mod will be added before 12 august.Is that actual or maybe something change? smile

 #71 - 07-08-2008 at 14:28
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
@Ankehl:
Not at the present time. We do intend to write our own campaign once we've completed everything else.

@Morellogno:
Since I gave that quote I can tell you that "a few days after" did not mean "less than ten days after", it meant "soon after".

I have no idea where you pulled the 12th of August from, but I imagine it will be out before then (the 12th of August being more than 31 days away and all). It will not, however, be out before the 12th of July.

 #72 - 07-09-2008 at 00:20
morellogno
Joined: July 5th, 2008
Posts: 38
Wow sory I mean July,sory I no come from England. It's once again me because I thing one thing should be change. In the main building you can make normal squad genestalers (I don't remeber hom many they cost but for example 200). Later you can made maximal squad who cost 540 (that's good original idea,player can spare time). But in one building in who you can make hormogants,termogaunts etc. is the same ability but it's a bit strange I think. Normal sqad for example cost 120 when full sqad cost 112 . That's a bit strange I think and too easy because player spare requisition and time.

 #73 - 07-09-2008 at 02:02
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
Um... have you played Orks recently?

Orks have a research called "More Sluggaz", which allows them to make Slugga Boyz free. Same thing.

 #74 - 07-09-2008 at 03:22
morellogno
Joined: July 5th, 2008
Posts: 38
hm.. but situation in who full squad is cheaper is strange smile Normal icon should be change on that with full because who use that old when full squad is cheaper xD

 #75 - 07-09-2008 at 10:39
morellogno
Joined: July 5th, 2008
Posts: 38
I check it and deleting al folder and heroes uk no repair ai ( I think about that when you put DC version to ss ). I have one queston. I have holidays and big number of time and I think about translate mod on polish. What should I do? What folder should be change? I open folder ''locale'' and in him is big number folder and is polish. Inside you can see original english describe unit and buildings. I should change in this folder original english words on polish or maybe in another place?

 #76 - cooool - 07-09-2008 at 12:17
Cedric1LP
From:
Joined: February 20th, 2008
Posts: 54
Tyranids are my favourite nation of Warhamer40000! thanks man Rock

 #77 - Obnoxious Comment!!! - 07-10-2008 at 00:57
The_Master_Shake
From: (New Jersey)
Joined: July 10th, 2008
Posts: 6
I have ONLY dark crusade and the file "tyranidmod045dc" installed. I deleated the lineDllName = WXPMod and uncommented the line DllName = WXPMod_DCMod. It still does not work, am I missing a .dll file? Kudos on the update I've been following this mod for at least a year. P.S. PLEASE HELP ME !!!

 #78 - 07-10-2008 at 01:22
Ankehl
From:
Joined: November 28th, 2005
Posts: 7
@The Master Shake: what does your game do?

@Zahagiel: I still have problems when playing skirmish with teams. When the map start i have this message: AI Fatal Error - AI Execution Stopped. What's the matter?

 #79 - 07-10-2008 at 14:32
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
@Morellogno:
If you hop onto our forum (http://tyranids.freeforums.org), we can make it easier for you - we have some translators on there already who can help you get started.

@The Master Shake:
Wrong way around. Remove the DllName = WXPMod_DCMod line, put back in the other.

@Ankehl:
That's one you'll want to hop onto our forums to fix, because our AI guy will want to see your error logs.

 #80 - Some success - 07-10-2008 at 15:45
The_Master_Shake
From: (New Jersey)
Joined: July 10th, 2008
Posts: 6
I got the mod to start and even played a skirmish. I quit the game from the skirmish and now it will run through the opening movie, but it crashes after that not even a loading screen. All in all it looks frikkin amazing.

 #81 - Im not too smrt - 07-10-2008 at 18:22
The_Master_Shake
From: (New Jersey)
Joined: July 10th, 2008
Posts: 6
I somehow deleted an important file. I reinstalled it and it works. Sorry if I worried anyone. stick out tongue

 #82 - Its not working! D: - 07-10-2008 at 19:28
TheCollect
Joined: July 10th, 2008
Posts: 14
I've installed the latest Mod, and for some reason, I dont get any new race on my DC game. Anybody know how to help...? This mod looks awesome.

 #83 - 07-10-2008 at 23:08
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
Have you activated the mod?

 #84 - 07-11-2008 at 00:11
TheCollect
Joined: July 10th, 2008
Posts: 14
Wow, I fell like a right idiot now. So how do I do that...?

(This is my first time using DoW mods)

 #85 - 07-11-2008 at 00:17
Ankehl
From:
Joined: November 28th, 2005
Posts: 7
@Zahagiel: Where can i find this log?

 #86 - Hey - 07-11-2008 at 10:56
Groucher
From: (Greater London)
Joined: July 11th, 2008
Posts: 4
Firstly i think this is a real good fun mod, i was happy with the version 0.4 which i orginally downloaded and now that all the models have the appropriate skins i like it even more (even if my gameplay revolves around taking on alot of tyranid AI's over playing as them smile )

I do however really want to know how to join, or link the full races downloads that i have (i currently have the SL, DH, WH and nids) but don't know how Cry and so i would really appreciate someone helping me do this

 #87 - Hostilities - 07-11-2008 at 12:50
Grendall
Joined: August 19th, 2005
Posts: 207
Good GOD.

Zoanthropes and Biovores are completely retarded. You need to nerf that crap for real.

First of all, every other psyker unit in the game has an ability to blast crap around... but it is AN ABILITY, WITH A BUTTON AND A COOL DOWN. There's a reason that "Smite" isn't the Librarians basic attack. Seriously here, it's not complicated.

Biovores. Okay... look. Each one of those things is a whirlwind. And they come in squads. IN SQUADS. I really shouldn't have to explain in any further detail. You should just understand why this is completely wrong. Don't even pretend that being able to orbit drop exploding spores on top of your enemies squads is not enough artillery. Tyranids are not supposed to be an artillery race. They're not the goddamn Imperial Guard. They don't need WHOLE SQUADS of fast building artillery units while most other races get one per game.

And why do the Tyranids have no units that have vehicle-type armour? I don't remember ever killing a Carnifex with a heavy bolter on the table.

Look, the swarming is good. The 'without number' ability is rigged as hell, but you know what, I don't mind. It's one thing to get overwhelmed by the Tyranids numbers. But losing only because of their twinked out artillery and rapid-fire psykers is retarded.

My suggestion: Nerf Zoanthropes, nerf Biovores, give Carnifexes (and their buddies) vehicle armour.

 #88 - 07-11-2008 at 18:17
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
@TheCollect:
In the Game Manager off the main menu.

@Ankehl:
Hop onto our forum (http://tyranids.dowfiles.com) and you can get directions there, we have a bunch of people who are very good at walking people through bugs.

@Groucher:
There's a couple of ways you could do it. There's the combiner mod (although there's a trick to getting that to work at the moment, so I wouldn't recommend it without reading over our mod thread at RelicNews forums). Or there's the "RequiredMod.3 = " method, where you edit the Tyranids.module file to include the other mods automatically (ie, "RequiredMod.3 = inquisition_daemonhunt_DC"wink.

@Grendall:
Zoanthropes and Biovores are both artillery units. That's their role. Warp blast is the only ranged attack Zoanthropes have, and if we make it an activated ability, they become nigh on useless (plus their warpblast isn't anywhere near as good as smite, so that's not even a worthy comparison). And Biovores don't have an amazing range, so...

And have you read any Tyranid background info? They sporemine the crap out of everything.

We haven't used vehicle armour for a few reasons - because we think it would be ridiculous for Carnifex to be possessable by Necron Destroyer Lords, because there are specific vulnerabilities that aren't quite right and because we've done extensive playtesting. It's a choice between infantry or daemon armour, we went infantry.

 #89 - 07-12-2008 at 02:22
vindicator105
From:
Joined: July 12th, 2008
Posts: 3
Ummmm i dont see how no one else is getting this file damged problem. I have tried multiple sites and whatnot but everytime it says the file is damged or unknown. I know it istn unknow beacuse it goes right to my winrar, yet everytime it says that it is either damged or unknown. I could realy use some help considering i have been playing this mod since it like came out -_-

 #90 - 07-12-2008 at 06:04
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
Sounds like your connection's dropping out a little while you're downloading it.

 #91 - Thanks Zahaqiel - 07-12-2008 at 08:27
Groucher
From: (Greater London)
Joined: July 11th, 2008
Posts: 4
Hey, that did work so thank you, but after i had typed those lines into the module file for the tyranids i got a "fatal scar error" once starting, with the game being frozen. I did find out that if i paused, and then unpaused i could start playing but the error was still written at the top, im not sure this is supposed to happen (and im guessing it isn't) but i was wondering, is there a clear way to fix this, or perhaps an order for the "Required fields #'s"

 #92 - 07-12-2008 at 08:35
Sylphior
From:
Joined: October 18th, 2006
Posts: 48
anyone have an idea when the SS version is coming out?

 #93 - Brilliant! - 07-12-2008 at 18:00
BiOcoN
From:
Joined: December 13th, 2006
Posts: 47
Have been waiting for a fixed version of this for a while..and just got done trying it out, and have to say i like it. Though i need to ask, is the unit caps that low for a reason or is there a way to raise them?

 #94 - Super Job - 07-12-2008 at 18:11
Redmonkey711
From:
Joined: July 12th, 2008
Posts: 8
Love you guys are uber Game Gods!!! i'm super serial serious!!!!!! Rock stick out tongue Beer! Beer!

 #95 - 07-12-2008 at 21:05
nothing_curt
From: (Bon Accord, Alberta)
Joined: March 30th, 2008
Posts: 55
By Zeus's beard this mod rocks Two Thumbs Up!

 #96 - 07-12-2008 at 22:02
vindicator105
From:
Joined: July 12th, 2008
Posts: 3
So does anyone know why im like the only one here getting this damaged file problem. I realy do want to play this mod and all and it realy would be nice if like someone could help me out here.

 #97 - For Groucher, Sylphior, BiOcoN and Vindicator - 07-12-2008 at 23:16
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
@Groucher:
No idea what's going on there. If you take the question to our forums, someone may be able to help you out with it.

@Sylphior:
Not sure yet. Hopefully sometime this week.

@BiOcoN:
Build more production buildings.

@Vindicator:
As I said before, I think your connection may be dropping out because it sounds like you're not downloading the whole file.

 #98 - Why Me?!? - 07-13-2008 at 04:34
The_Master_Shake
From: (New Jersey)
Joined: July 10th, 2008
Posts: 6
DUDE this mod is increadibly fun and I've only played one match. I could ONLY play one match though. I can load the mod in the game manager screen and even initiate a skirmish, but as soon as I build ANYTHING (a hive node, birthing sacs, even a genestealer squad) the game crashes. When I start it again it reverts to the origional dark crusade game. I should also add that there are no problems when I spawn a builder. The fore mentioned buildings and units appear on the screen but when construction starts / they are spawned from the hive spire but then the game crashes. Am I missing an animation file or something? If I knew whare to look for the log file I might be able to find the problem. Any help on any of these topics will be greatly appreciated.

 #99 - WTF!!! - 07-13-2008 at 08:46
The_Master_Shake
From: (New Jersey)
Joined: July 10th, 2008
Posts: 6
I fought a tyranid AI and then tried to play as them and it mysteriously worked!! I don't know what I did differently but I would still like to know where the log files are.

 #100 - 07-13-2008 at 12:16
vindicator105
From:
Joined: July 12th, 2008
Posts: 3
O ok i thought you were talking to someone else when you said that, i should probably try downloading t alot of times or something thanks for the help ill see if that will work.

 #101 - 07-13-2008 at 13:55
fuggles
Joined: April 29th, 2007
Posts: 122
@the master shake - you should have a warnings.log or similar (warnings1 etc) file in your soulstorm directory.

 #102 - 07-15-2008 at 21:38
mooplehead
Joined: July 15th, 2008
Posts: 6
wat about soulstorm!!!! how long do people have to wait before they can put tyranids in soulstormany. any idea wen the next update will be coming, im hungary like a wolf eek!

TYRANIDS FOR SOULSTORM!!!!!! vote yes Rock

 #103 - *le sigh* - 07-16-2008 at 06:13
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
If it would magically appear because people voted it to happen, it'd already be done.

It's taking a little bit longer to sort things out than we expected. It'll be done when it's done - asking for it doesn't make it come faster... in fact it actually makes it take longer, because we do have to regularly check up comments to see if people are making bug reports, and a "MAKE IT HAPPEN NAO!" comment gets listed as a new comment just like a "I'm having a problem" comment does.

Seriously, we're working on it, please stop asking, it doesn't help.

 #104 - 07-16-2008 at 14:32
Dante3214
From:
Joined: February 27th, 2005
Posts: 104
Good to hear it's being worked on though.

I am impressed at the amount of progress that has been made, even from 0.4 to 0.45.

Strange it is at 0.45 though. Seems a bit more than halfway done smile

 #105 - 07-17-2008 at 01:04
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
Visually it's almost complete, but between 0.45 and 0.5 the level of coding is going to increase five or six times over.

New resource system, new abilities, and five alternate tech trees depending on the play-style you want to use.

 #106 - 07-17-2008 at 03:39
mooplehead
Joined: July 15th, 2008
Posts: 6
k cool srry if i came of iggnorent with my last comment, but u know......TYRANIDS RULE!!!!Rock

 #107 - HELP!!! - 07-17-2008 at 13:01
necronmaniac28
From:
Joined: April 16th, 2008
Posts: 7
I installed the mod, but it's just deleted all the other mods and doesn't appear on the game manager! What happened?eek!

 #108 - 07-17-2008 at 21:28
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
Given that I wrote the installer, I strongly doubt that it's deleted the other mods. What it might have done is put new DLL files in that interfere with your game manager.

If your Dark Crusade version is 1.1 or higher you may want to open your Dark Crusade folder and delete "WXPMod_DCMod.dll".

 #109 - Still not working! - 07-18-2008 at 00:06
necronmaniac28
From:
Joined: April 16th, 2008
Posts: 7
I deleted the file that you mentioned and tried it again, but it still doesn't work!confusedCry
This is really starting to get annoyingAaargh!!!

 #110 - 07-18-2008 at 02:14
morellogno
Joined: July 5th, 2008
Posts: 38
Just instal tyranid mod as first and later try install another.It should work. One thing make me nervous . All make fantastic mod (full race) to darck crusade!Why?Soulstorm have bigger number race,bigger number map,better textures.Someone say because soulstorm have flying units and they destroy game.But they don't have influence on the game!Always better is use standard ground vehicles than flying. I don't understand nothing team.:frown Only tyranid team is that one who make conversion on soulstorm. Someone know why other team don't do that?

 #111 - 07-18-2008 at 04:23
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
Try deleting the AAAAAAAA.module file as well.

If that doesn't work, try running the Tyranid Mod uninstaller and see whether your other mods show then.

 #112 - it didn't work - 07-18-2008 at 08:56
necronmaniac28
From:
Joined: April 16th, 2008
Posts: 7
It didn't work. it really has deleted them. I'm relly sad nowfrown. Ah well, better get started on downloading them again.Roll Eyes (sarcastic)

 #113 - 07-18-2008 at 21:37
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
So their subfolders in the Dark Crusade folder don't exist anymore?

 #114 - 07-19-2008 at 00:56
fuggles
Joined: April 29th, 2007
Posts: 122
and aren't in the recycle bin?

 #115 - My careful analysis of this mod... - 07-19-2008 at 11:24
Terran_Republic899
Joined: July 19th, 2008
Posts: 3
One word, rebalance... First, I understand that some of the units have no ranged attack, but that doesn't give them the right to have commander-level attack values. Second, infiltration.... What in gods name... Tyranids do not have anything even remotely related to cloaking technology. Necrons, Tau, Eldar, Imperium, Choas, Orks(eeehhh....) all Have technology backing their cloaking ability, tyranids do not have any technology capable of bending light or scrambling sensors. And if you MUST have them able to cloak, have them uncloak when they attack, because a monster cannot hide while its munching on someone. unrealistic. Fourth, some races lack in the some of the unit departments (Heavy Infantry, Vehicles, Artillery even defensive structures) Your tyranids have a unit to fit every single criteria, making it unfair for the other races. Fifth, when do they run out of resources?.... NEVER. Other races do not have requisition-producing buildings or abilities except escalate engagement. Sixth, why are your sync-kills like, an hour long. During sync kills, a unit is invulnerable to damage, and if all the units in an army are attacking that particular one... Alot of attacks down the drain, make it shorter. SEVENTH, What the hell is up with that ability that makes them unable to die... Thats just a fracking excuse for more overpowerment. Finally, this is a terrible mod, great models, but the mechanics really let it down in my view. I think you put your ego, not your effort, into this mod, make it more balanced with the other races and maybe I'll think about giving a more congradulatory review... Sorry.

 #116 - PS - 07-19-2008 at 11:29
Terran_Republic899
Joined: July 19th, 2008
Posts: 3
Take Will of the Hive Mind out of the listening post-building, it just prolongs the game and makes annihilation very long, annoying and tedious.

 #117 - 07-20-2008 at 16:13
mooplehead
Joined: July 15th, 2008
Posts: 6
cant wait 4 the soulstorm version Pimp!

 #118 - @Terran Republic - 07-21-2008 at 03:39
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
1) As far as I'm aware, the only things with commander-level attack values are the command units. You may want to elucidate on that point which units in particular you have issues with.

2) Space Marine scouts don't use cloaking technology either. However they can infiltrate - as can genestealers, broodlords and lictors (and in fact, lictors are a damn good example that undermines your argument about "cloaking technology", since even in the TT game you need special sensors to find them). Ever since Dark Crusade, persistent cloak is the way all infiltrating units work - and if you read the Tyranid codex, Broodlords and their retinue infiltrate. We held it off to Tier 2 to help balance it out because by then most races have their detectors out, but that's from TT.

3) On the complaint of units fitting every criteria, have you read the Tyranid codex recently?

4) Unlike other races, Tyranids are hard-capped when it comes to requisition. The number of reclamation pools you can build is limited to the same amount regardless of map size.

5) (The one you incorrectly labelled as sixth) That's likely to be your graphics card, the sync kills aren't that long.

6) What ability that makes them unable to die? It wouldn't happen to be the one that makes them glow red would it? As in Catalyst, a power we took directly from the Tyranid codex?

7) Will of the Hives are an interim thing anyway, by 0.5 they shouldn't exist anymore. That I'll pay as a reasonable objection.

What I have to ask though, is did you only play AGAINST Tyranids or did you play AS Tyranids? Because it sounds like you only played against them, in which case I suggest you actually try playing them - chances are your opponent will trample you. Repeatedly. Unless you have the opposing AI on easy, in which case I take no responsibility for the outcome.

 #119 - problem... - 07-22-2008 at 18:01
TheDuhMan
Joined: November 11th, 2007
Posts: 42
um when i go to extract both files(multiplay fix too) it says that it is in unknown format or damaged, and ive downloaded and saved it over and over and it says the same thing
all the files i get from the site are in .efw formate and i have winrar to extract them and install, but i need help with this one

 #120 - 07-22-2008 at 20:22
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
Try downloading from ModDB instead then:
http://www.moddb.com/mods/tyranid-mod

 #121 - 07-23-2008 at 10:26
wowon
Joined: July 22nd, 2008
Posts: 4
i have down loaded it now what?! confused

 #122 - DUDE! - 07-23-2008 at 13:17
jdawg91
From: (peoria az)
Joined: July 23rd, 2008
Posts: 1
yo i tried to download this and it only lets me play the normal dudes. ive checked the game manager and nuthin pops. i also tried deletin the WXPMod.dll but it still doesnt show nuttin... does anyone know what is goin down here

 #123 - 07-24-2008 at 00:35
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
@Wowon:
Run the installer?

@jdawg
WXPMod.dll isn't the dll you should be deleting - that's a core game file (you may want to reinstall Dark Crusade right about now).

The file you may wish to delete is WXPMod_DCMod.dll and then remove the ";; DllName = WXPMod_DCMod" line from the Tyranids.module file.

 #124 - awww - 07-25-2008 at 16:08
TheDuhMan
Joined: November 11th, 2007
Posts: 42
ugh when i use modDB it wont even download it... -_-
i really want to play this mod

 #125 - 07-26-2008 at 15:30
Terran_Republic899
Joined: July 19th, 2008
Posts: 3
Relic made the other races to be balanced, not perfectly by codex. If everything were according to codex things would be massively unbalanced according to the units allowed in this game. Would you like it if the IG had Titans and that Radar-thing from forge world, if the SM had that 10 foot tall dude with the autocannon arms, land raider crusaders and that Deathstrike missile launcher thing. The other races are missing things and have things under or overpowered to make them viable for RTS game, not the table-top. I realized that other races max out at +400 req and i never ran out no matter how much i spent so i apologize for that. But I'm saying that the farseer has 80 melee damage while the genestealers have around the same when they have that synapse stuff going on. Two squads of those and she's toast. The Force Commander can't go one on one with a broodlord, even a chaos lord dies after a few minutes of hard fighting. And one time, I am not lying to you, I called in a Deamon Prince and he lasted 30 seconds because he was sorrounded by a few genestealers, a few lictors, a squad of biovores god-knows where and a few warriors. Thats just not right, man. What I'm saying is... Tone it down a bit.

 #126 - 07-27-2008 at 03:24
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
@Terran:
Hate to break it to you, but you seem to be the only person who thinks that it's unbalanced. We've had plenty of feedback to say that this version is rather well balanced, with a few details that still need tweaking.

The fact that you haven't actually answered any of my questions that would help elucidate the problems means that your objections are just going to be ignored.

If you want the balance to change, I need more details.

 #127 - 07-27-2008 at 03:56
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
Also for reference:

Synapse doesn't influence attack power. It's a morale booster, nothing more.

The Broodlord is melee-only. He has no ranged capabilities whatsoever, so he's fairly easy to take down if you think about it. Yes, he's a Hero-killer, that's the point. But he gets screwed by ranged weaponry.

And I suggest you try sending a Daemon Prince up against a two Space Marine squads, a few Scouts, a Whirlwind and some Terminators. Because that's almost equivalent to that comparison (technically, it's a slightly more powerful combo since the Whirlwind and Terminators should last longer than the Biovores and Warriors would).

 #128 - plz - 07-27-2008 at 11:28
tazz1117
Joined: July 27th, 2008
Posts: 1
help!!! i downloaded it and the uninstalleds it then redownlaoded it but it doesnt work.....its just the same old dark crusade teams...

 #129 - Multiplayer Hyjinks - 07-27-2008 at 13:57
The_Master_Shake
From: (New Jersey)
Joined: July 10th, 2008
Posts: 6
I can play nids multiplayer (everyone has proper patches) with a friend on his laptop and my bro on his desktop, but my bro gets booted after two minutes and twenty four seconds. What's going on?

 #130 - 07-27-2008 at 16:02
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
@Tazz:
As I said above, try deleting WXPMod_DCMod.dll and then removing the ";; DllName = WXPMod_DCMod" line from the Tyranids.module file if "Tyranid Mod" doesn't appear in your game manager.

@The Master Shake:
For some reason WXPMod_DCMod.dll and AAAAAAAA.module (if you have it) make multiplay unstable. Since you've already made the module file changes, feel free to delete these files and it should be more stable.

 #131 - 07-29-2008 at 14:22
tunerboy
Joined: March 2nd, 2008
Posts: 9
Hi guys

i got the mod working and everything i havent tryed it online yet because not man yppl seem to hav the tyranid mod frown

is there any1 that wants to hav a game mail me i dont mind when we play i would like a 2v2 or tyranids vs sm or something smile

thanks

 #132 - WTF - 07-29-2008 at 19:45
Sekmet9
From: (SA)
Joined: April 12th, 2005
Posts: 97
WTF with the mirror link going to the filefront news page, i dont want to have to seach tho filefront to find what i sould be linking to?!!

 #133 - 07-30-2008 at 05:43
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
@Sekmet:
Try clicking the "Download Now" link.

 #134 - help - 08-09-2008 at 06:02
calger14
Joined: August 9th, 2008
Posts: 3
when i run the program i go to chose which race i want to be and tyranid isnt there could anyone please help me?

 #135 - Skirmish problems - 08-10-2008 at 12:28
Draco1309
From: (Winsford)
Joined: August 10th, 2008
Posts: 2
hi i agian would like to complain about the ai speed problems i had in V0.4 seem to spawn 2 units and i get attacked by a whole army! will somebody help idoes anyone know how to decrease ai speed?

 #136 - 08-10-2008 at 22:20
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
@Calger:
Have you activated the mod? If so, scroll up the page, there's advice on getting the mod to work posted a couple of times here.

@Draco:
Change the AI to a lower setting?

 #137 - 08-16-2008 at 07:00
Andreaz
Joined: January 24th, 2006
Posts: 436
For a race that Relic said couldn't be done with this engine this looks truly awesome.
I personally underestimated this mod. It's becoming better and better all the time. And they realy have great ideas implemented. Perhaps Relic should have hired the Tyranid mod team to make an expansion for DOW. I'd buy it for sure.

 #138 - 08-16-2008 at 13:28
CKhupp
Joined: August 16th, 2008
Posts: 4
My comp wont let me edit the Tyranids.module file to fix the problem of

 #139 - Fixing the game - 08-16-2008 at 13:29
CKhupp
Joined: August 16th, 2008
Posts: 4
Sorry about the post, it cut off and posted of its own accord it would seem...
but yea

my comp wont let me edit the tyranids.module file


says i dont have a program that allows me to save .module files :S

 #140 - 08-16-2008 at 13:47
CKhupp
Joined: August 16th, 2008
Posts: 4
Erm, nevemrind, vistas suck beyond my control, fixed it

 #141 - 08-16-2008 at 13:53
CKhupp
Joined: August 16th, 2008
Posts: 4
Okay, maybe i'm missing it with half of these badly worded posts, but yea, i deleted the file WXPMod_DCMod.dll and i fixed the ;; DllName = WXPMod_DCMod

and still nothing shows
Any assistance?

 #142 - sucks - 08-16-2008 at 14:09
RazorWolves
From: (Oxford)
Joined: August 16th, 2008
Posts: 21
dude this mod is WAAAAY better in soulstorm. all models in game and all animated. dark crusade version SUCKS!!! smile

 #143 - ID - 08-16-2008 at 14:11
RazorWolves
From: (Oxford)
Joined: August 16th, 2008
Posts: 21
whereas ID RULE on both versions of the game!!!!! wink smile also i cant get the "new race combiner" to work frown

 #144 - 08-17-2008 at 08:31
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
@CKhupp:
Hmm... I may have it wrong.

Uninstall and reinstall the mod, then instead of:
"DllName = WXPMod
;; DllName = WXPMod_DCMod"

Try:
";;DllName = WXPMod
DllName = WXPMod_DCMod"

 #145 - 08-17-2008 at 08:32
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
Make that:
";; DllName = WXPMod
DllName = WXPMod_DCMod"

The space is kinda important. stick out tongue

 #146 - 08-18-2008 at 13:14
Pathogen
Joined: August 18th, 2008
Posts: 4
I appreciate all the assistance, but where can i edit the code to ";; DllName = WXPMod
DllName = WXPMod_DCMod"

i'm not much of a computer tecnitian, please help, it's like hell not being able to play this mod

 #147 - Getting Warmer - 08-18-2008 at 22:54
Pathogen
Joined: August 18th, 2008
Posts: 4
ok, i think i have found the file, but i don't have the right programe to open it, damn windows it too lazy, what programe/file thingey/whatever do i need to open it with?

 #148 - 08-18-2008 at 23:24
Pathogen
Joined: August 18th, 2008
Posts: 4
ok, at the moment, i get to it, then try to open it and it goes to Adobe Reader and says "Adobe Reader could not open 'Tyranids. Module' because it is either not a supported file type or it has been damaged (for example it was sent as an email attachment and it wasn't properly decoded)"

Perhaps someone has been through the same thing, if so could you please help me out. I have had a look around for problems but i can't seem to trace it down...

 #149 - RAHAHAHAHAHA!!!! - 08-19-2008 at 00:13
Pathogen
Joined: August 18th, 2008
Posts: 4
sweeeeeet, got it, man, that mod is worth the trouble, those carnifex look awesome, and i like the spore mines.

Thanks mutch

 #150 - HELP - 08-26-2008 at 14:51
Prades51
From: (wiltshire)
Joined: August 26th, 2008
Posts: 1
hey
iv had some problems with this mod and it seems every time i install it and press DC i then press game manager and it shows nothing then i even go onto the army list and still theres no tyranids on that list
mad

ps is it me or am i missing somthing any help would be appreciated
thankssmile

 #151 - 08-27-2008 at 14:47
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
Open the Tyranids.module file in your Dark Crusade main folder, and edit:
"DllName = WXPMod
;; DllName = WXPMod_DCMod"

To:
";; DllName = WXPMod
DllName = WXPMod_DCMod"

 #152 - very nice - 08-28-2008 at 21:15
Setari666
From: (Tucson, Arizona)
Joined: October 11th, 2007
Posts: 59
ooh i just placed a game on it... very nice 10/10

 #153 - Fatal scan error. - 09-19-2008 at 01:35
MrSkorm
Joined: September 17th, 2008
Posts: 5
Anyone know why i get a fatal scan error everytime i start a game with the tyranids included. If i use them "Fatal scan error" if the AI uses them "Fatal scan error", i can get around this by opening the menue in game then closing it and it un pauses and i can play only then i cant win even if there is no tyranid building/units left atal, i'm stuck on a map only inhabited by me.

Really like to know how to stop this, that is if anyone reads these anymore.

 #154 - 09-19-2008 at 10:52
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
That kind of scar error sounds like an issue with the AI coding.

Hop over to the Tyranid Mod forum ( http://tyranids.dowfiles.com/ ) and post a new thread in the Technical Issues board, and the guys there will figure it out.

 #155 - This doesnt work!!! - 09-23-2008 at 11:12
Zikky117
Joined: September 23rd, 2008
Posts: 2
I've tried it on my PC twice, saved all the files, checked the Skirmish menus, Painter and Game Manager and still nothing. The files are there but they are redundant. All restraints are removed and still nothing. What is this? What do I do?

 #156 - didnt work - 09-23-2008 at 21:52
lemons208
From:
Joined: September 23rd, 2008
Posts: 3
this sucks it didnt workAaargh!!!

 #157 - anooyed - 09-23-2008 at 22:10
lemons208
From:
Joined: September 23rd, 2008
Posts: 3
how do you get into the tyranid moduleAaargh!!!

 #158 - 09-24-2008 at 16:45
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
Did you two both try what I said to do in post #151?

 #159 - It's good but... - 09-27-2008 at 07:38
zipscool
From:
Joined: May 31st, 2007
Posts: 3
The Tyranids are waaaaaaaaay too overpowered, moreso in ranged warfare than close combat, which is strange given that most Tyranids are less accurate than most human soldiers.
Honestly if you guys want to truly capture the feel of the Tyranids, you'll improve their close combat abilities and reduce their ranged capabilities.

Just my views.
Alec.

 #160 - yea - 09-27-2008 at 19:07
lemons208
From:
Joined: September 23rd, 2008
Posts: 3
yes I tryed changing the dllnames and stuff it still dont workconfused

 #161 - 10-02-2008 at 03:13
Zahaqiel
From:
Joined: October 29th, 2006
Posts: 127
@Zipscool:
We haven't really found that - we tend to find in our testing that the close-combat capabilities are where things are kinda screwy. But okay.

@Lemons:
What version of DC are you running?

 #162 - Heh - 10-04-2008 at 19:55
raytenana9
Joined: August 24th, 2008
Posts: 26
YESSSSSSSSSSSS i just got dc im geting it now but infortountitly i just ran out of broad band so.... i have to wait 5 more hours

 #163 - 10-05-2008 at 00:08
raytenana9
Joined: August 24th, 2008
Posts: 26
N-O-O-O-! it doesnt work i tryed the dll line change but couldant find the lines i could only find DllName = WXPMod_DCMod

 #164 - 10-05-2008 at 00:10
raytenana9
Joined: August 24th, 2008
Posts: 26
nvm world mod ver now this is what yrhappens I CANT FIND tyranids.module

 #165 - 10-05-2008 at 00:34
raytenana9
Joined: August 24th, 2008
Posts: 26
dll line thingy dont work (god i fell like a nooblet)

 #166 - the game crashes - 10-05-2008 at 15:16
raytenana9
Joined: August 24th, 2008
Posts: 26
the game crashes if i dont save before doing any thing this inculeds
Battling
Building
Resersching

and more that i forgotCryCry

Plese helpAaargh!!!

 #167 - Done everything one comment 151, nothing - 11-02-2008 at 20:57
ChaosAcolite
Joined: November 2nd, 2008
Posts: 3
wont work, i messed with the DLL thing on wordpad. could that be the problem?

Please help, these tyrnids sound awsome!

 #168 - UH OH - 11-02-2008 at 21:02
ChaosAcolite
Joined: November 2nd, 2008
Posts: 3
I just had the mod available on manager <still didnt work there> but after i "fixed" it, the mods now unavailable! Aaargh!!!

 #169 - WOOT - 11-12-2008 at 13:45
alexc3217
From: (The city of MEH... (isnt actual city))
Joined: October 11th, 2008
Posts: 22
Yay... it awsome, sooo much better than the previous version.

Although the sounds and the trygon still need improvement, it is an awsome mod!

 #170 - a little advice - 11-12-2008 at 13:48
alexc3217
From: (The city of MEH... (isnt actual city))
Joined: October 11th, 2008
Posts: 22
sorry for posting twice but i noticed some guys complaning

I had the problem where it wouldn't start, just fiddle around in "engine" and make sure that the new "data" file and the "locale" file is up to date with the tyranid mod.

 #171 - Bugs - 11-30-2008 at 15:37
ogamefanatic
From:
Joined: November 30th, 2008
Posts: 6
I don't know if this happens to other people but if so maybe someone can help fix it, when i use the Tyranids mod about 70% of the time it gets a critical error in the AI where all AI is paused. Can anyone recommend what to do or a program to get?
Any help is much appreciated.

 #172 - Very nice. - 12-01-2008 at 20:27
ZahrDalsk
Joined: September 29th, 2008
Posts: 1
Despite some difficulties with animation and the like, I find it's a brilliant representation of the Tyranids.

I do suggest making the Capillary Spire taller so that it extends off-screen, and also fixing key bindings (two buildings are both bound to G). Their are some spelling errors every now and then - Genestealers for example have a typo in their description.

However, the small concerns come nowhere close to the brilliance of the mod as a whole. I do love it, and have a lot of fun using it; I also like the AI included with the mod.

 #173 - Help - 12-02-2008 at 09:31
ghostninjapirate
Joined: December 1st, 2008
Posts: 1
Iv'e installed it but it wont work can someone help me?

 #174 - 12-03-2008 at 17:33
k00lAid117
From:
Joined: December 3rd, 2008
Posts: 1
im trying to install this mod, and it installs and everything, it just does't play... can someone help me???

 #175 - 12-03-2008 at 23:45
4646
From:
Joined: December 3rd, 2008
Posts: 3
cool game guys.

 #176 - cool. - 12-03-2008 at 23:46
4646
From:
Joined: December 3rd, 2008
Posts: 3
nice work.

 #177 - That's just awesome! - 12-07-2008 at 04:06
OldMaster
Joined: December 6th, 2008
Posts: 3
Great mod, definitely one of the coolest out of here!
There are two things I'd rather like to see fixed though, because it really holds me off playing that mod a bit.

First, when used with the "Heroes" mode, the game kicks me out of it too often when I play with Tyranids. Not that that mode is very effective, Gaunts being fragile and all smile

That brings me to my second point. I think it would be reasonable to make Gaunts at least as durable as Imperial Guard, because on the current format, they are NOT. Both Orks and Imperials are better Horde armies, because they have surviving infantry and even more annoying Vehicles. I mean, a Tau Krootox has double lives of a Carnifex!
Mind you, I love the Spinegaunt "Without Number" unit smile

Oh and by the way, is there a chance you could make it run together with the Annihilation mod? Because it can't and I really feel bad about it.

9/10 as it stands now, nevertheless ^^

 #178 - 12-07-2008 at 16:22
ogamefanatic
From:
Joined: November 30th, 2008
Posts: 6
It doesn't work for me, I might not have the right version though because my DC is version 1.0, 1.1 or 2,does that make a difference?confused

 #179 - 178, - 12-08-2008 at 11:32
OldMaster
Joined: December 6th, 2008
Posts: 3
My version is 1.0 and it works fine... except it flies out every ten minutes =

 #180 - WTF? - 12-13-2008 at 12:56
Redlightning101
From: (Proctor,Minnesota)
Joined: September 20th, 2007
Posts: 33
Ive deleted that file that your supposed to delete to get the mod to show in the game manager, but I cant change the module. >_>
It says choose from a list of programs to open it with, maybe I'll try that...

 #181 - ok... - 12-13-2008 at 12:59
Redlightning101
From: (Proctor,Minnesota)
Joined: September 20th, 2007
Posts: 33
I just did exactly what it said to do in post 151... but nothing...
I get nothing in the Game Manager and I can't even play the mod. Help please? lol

 #182 - LOL - 12-13-2008 at 13:04
Redlightning101
From: (Proctor,Minnesota)
Joined: September 20th, 2007
Posts: 33
NVM! Fixed. XP
I feel like a total n00b right now but hey! At least I finally get to play the mod! lol

 #183 - 12-22-2008 at 06:19
PredalienatorX
From: (New Mombasa)
Joined: March 16th, 2007
Posts: 57
Wow nids are awesome. II pitted em against daemon hunters,steel legion,eldar,space marines,tau and necrons in a map and watched who will win and it ended up as a tie with the Tau,Necrons and Tyrannids in a bloody three-way battle that lasted for almost 2 hours. i then quit because it seems that maybe it,ll take longer for any of the three to have the hq destroyed so the fight could have been longer. Anyway awesome mod these nids are mercilessRock

 #184 - 12-28-2008 at 05:09
YEZZE
From: (zwolle)
Joined: June 14th, 2008
Posts: 20
whauw coolcool

 #185 - ...? - 12-30-2008 at 15:07
ThEmadDok02
From: (Greenfield)
Joined: December 30th, 2008
Posts: 2
Excuse me, but the mod installed and the game starts when I click on the Tyranid Mod desktop icon, but when I choose the army I want to play, the Tyranids dont show up on the list.

 #186 - Name Glitch - 12-30-2008 at 23:47
mexsewerrat
From:
Joined: December 30th, 2008
Posts: 1
When i open DC the Tyranid race name is "$ 1602 5000 No Range" and the unit and structure names and descriptions are mostly the same. Have i installed it wrong or something? It's really annoying because i have no idea what anything does or is called.

 #187 - Nevermind! - 02-04-2009 at 10:46
ThEmadDok02
From: (Greenfield)
Joined: December 30th, 2008
Posts: 2
AWSOME!! What seemed to be the problem is I didnt have patch 1.2 installed for dark crusade.

Animation is done flawlessly, all of the litle movements the smaller 'nids make when idle is a great touch.(Its always the little things that are the icing on the cake.)

The only problem I have is that the lesser nids seem underpowered. I mean, a WoN army of termagaunts with tier 3 upgrades will easily be overwhelmed in a firefight with a sqad of imperial guardsmen armed with lasguns. But it might be the unit buffs added in the 1.2 patch before i added your mod.

I dont know if this was intended, but the lesser 'nids seem to be heavily effected by synapse. For example, a brood of hormagaunts being shot at from long range by lets say... eldar guardians. Wont make any attempt to fight back, or even make any acknowledgement of the enemies prescence.

But say, put a Hive Tyrant within synapse range of that same squad, and all of the sudden the 'nids immediatley leap at the attackers. The lesser ones also seem to get more agitated and lively when affected by synapse.

Btw the Trygons synckill was great... toss 'n eat.

 #188 - What? - 02-21-2009 at 04:38
ardy001
From: (paranaque)
Joined: October 25th, 2008
Posts: 3
i cant seem to see the tyranids on my mod,why?Two Thumbs Down!

 #189 - DARN IT! - 02-25-2009 at 09:37
Commander_Dyl
From:
Joined: December 30th, 2008
Posts: 2
It wont work on my comp!Aaargh!!!

 #190 - Eye Of The Gamer - 04-09-2009 at 08:47
Narzes
From: (Sarajevo)
Joined: April 4th, 2008
Posts: 8
I agree with Terran Republic 899 about balance in this mod...I have many things on my mind that could be fixed and as I said before, in some ways Tyranids are superior to other races, and by superior I mean unbalanced. Don't get me wrong, this is a great basis, this mod of yours, cause I like tyranids and they were all that was missing in SS, and you should be given credits for your work but there are some stuff that is really annoying, like for example Zoanthrope catalyist thing ability...im in a major fight and Zaonthropes are deavstating my machinery, so I direct my squads to eliminate them but their health goes down to 1 and stands there for a while, while in the meantime my dreds and predators are chewed by some monstrosity.I mean if i can bring my SM in range to take out Zoanthropes than it done deal, but this way AI is bying itself time with this stupidity and massive fire power is soaked by one unit...it's not logical and its a bit irritating. Now you could make catalyst ability effect similar to Tau shields for Fire Warriors, it gives them protection from range attacks but it doesn't soak up everything, so when faced with odds like 40 marines VS 8 Fire Warriors they will certanly die, even with their force shield protection.
That's all for now, you can expect me again with many more stuff but I wouldn't like this to be understood like malice or bad criticism, because dudes, your mod is good and everything I say should be understood like helping hand...

Take care, until next time

 #191 - Eye Of The Gamer II - 04-11-2009 at 11:05
Narzes
From: (Sarajevo)
Joined: April 4th, 2008
Posts: 8
One aesthetic advice concerning smaller nids...maybe you should make their heads shorter with bigger jaws ( prolong them towards ground, nothing much ) and you should make them a bit more detailed ( maybe making back carapace a bit larger and a bit more diverse and add something on the arms, like small carapace or something ) .

See ya

 #192 - 05-04-2009 at 01:29
Stormandreas
From: (Singapore)
Joined: February 26th, 2009
Posts: 42
Hey guys, how did u manage to make the units?! i am making my own mods now but i cant make units, and whatever i have been told to do, or try it never works, please can u help me. Much appretiated

 #193 - 05-04-2009 at 01:32
Stormandreas
From: (Singapore)
Joined: February 26th, 2009
Posts: 42
oh if u could e-mail me some instructions that be great

My e-mail is jenovaT3@hotmail.co.uk

 #194 - 05-27-2009 at 15:35
VaLkYrIe_27
From: (Ipswich)
Joined: May 17th, 2009
Posts: 30
DAM EXCELLENT WORK!!!!
>i love this mod with a no cap limit lol its fuuuuun smile
can swarm them something crazy lol

 #195 - i have a problem - 06-21-2009 at 01:30
kix330
Joined: June 21st, 2009
Posts: 1
i have played this mod at a friends house but i am unable to get it to work on my pc. i have tried it so many times. please respond

 #196 - 08-04-2009 at 15:19
dragslayar
Joined: March 16th, 2008
Posts: 7
you should mod them into the campaign it would be awesome i realize this would be really hard

 #197 - 08-06-2009 at 16:22
J000C
From: (NSW)
Joined: August 5th, 2009
Posts: 1
Aaargh!!!Two Thumbs Down!frown wont load

 #198 - Help!!! - 09-11-2009 at 15:24
necronmaniac28
From:
Joined: April 16th, 2008
Posts: 7
when I open up game manager no mods come up at all, and it doesn't even show normal game mode. frown

 #199 - 11-21-2009 at 21:32
irishhippie1013
Joined: November 21st, 2009
Posts: 1
id hate to sound out of date, but does this work with winter assault?

 #200 - I can't get this to work - 12-04-2009 at 00:10
mr_newsman
From:
Joined: December 4th, 2009
Posts: 1
I can't get this mod to work, It runs the install fine, and the dektop icon opens up dc but when I go into the game manager the tyranids aren't there. Any help with this would be highly appreciated.

 #201 - it wont work!!!!! - 12-06-2009 at 09:30
Spacemarinesrlz
Joined: December 6th, 2009
Posts: 18
WTF!!! it wont work ive followed the instillation instructions and when i run the mod icon or DC theres no tyranids HELP!!!!!confusedconfusedconfused

 #202 - NVM - 12-06-2009 at 09:32
Spacemarinesrlz
Joined: December 6th, 2009
Posts: 18
hehehe ive got it i think i need patch 1.2
RockRockRock

 #203 - ... - 12-22-2009 at 17:05
BLARG_BLARG_HONK_BLARG
Joined: December 22nd, 2009
Posts: 1
Hi, i just noticed that this was released 07-02-2008. i'm wondering if there are any newer releases out yet? (except for the patch)

 #204 - Can't find Tyranids? - 04-03-2010 at 14:43
stickortwist
From:
Joined: April 3rd, 2010
Posts: 2
Hey, I've just been going crazy at the fact I installed this and still couldn't play as Tyranids and noticed that there is no mention on here of this.

I think I should point out that the installer DOES NOT install 100%. You need to move the files.
In your Dawn of War folder you will notice a new folder 'Tyranids' after running the installer. You then need to move these files respectively to where they need to be.
Luckily there are only 2 directories inside this and both of them just need to be moved into the directories with the same name in the DXP2 folder of your Dawn of War installation folder.

 #205 - Stability Issues - 04-03-2010 at 14:47
stickortwist
From:
Joined: April 3rd, 2010
Posts: 2
Firstly, this is an amazing mod.
Congratulations to everyone that worked on it

That said, I'm having really bad stability issues whenever I build certain buildings using the Tyranids. Dark Crusade keeps crashing.

Anyone know a way around this?

 #206 - Great Mod..But ... - 07-06-2010 at 05:36
BELISARIUS17
Joined: March 5th, 2006
Posts: 59
...in multiplayers games is constantly crashing! ...Don't matter if I play vs computer Al or Other player....the Mod Crash....it look like it only work on 1 vs 1 games.

I hope you guys fixed...and you should as The Graphics are excellent and The Tyranids are a formidable foe...Your Team have done a great Job in making this mod...don't take my criticism as a negative one...I do really admire what you guys have done....and been playing a lot...but I hate to see the game crash after 10 minutes of playing in multy players and I do believe that if you fix this...This mod will be the best Mod ever...So keep working on it....Keep it up and Keep it real !

 #207 - Doesnt work on Windows 7 - 07-23-2010 at 22:41
DShasOC
Joined: March 12th, 2010
Posts: 2
I downloaded it, but when i was gonna install it it said the file was unknown frown I have windows 7 ultimate, can someone help me?

 #208 - NEVER SEEN SUCH AN UNBALANCE MOD BEFORE! - 08-26-2010 at 13:34
BELISARIUS17
Joined: March 5th, 2006
Posts: 59
The Tyranid Mod at a visual level is very attractive...I have to admit that the designer did a great Job at designing the units....But sadly is absolutely UNBALANCE....WAY TO MUCH.....SO MUCH ACTUALLY...THAT IS RIDICULE TO PLAY IT ONE ON ONE NO MATTER WHAT KIND OF RACE YOU PUT AGAINST IT...Is compliantly anti codex too....for the exaggerating unbalances of the unit.....The impression me and my friends have about it is that the unbalances where made on porpoise with the intention of provide frustration to anyone willing to play it....on easy....is fairly easy to beat do....on standard you need at least to have 2 to one to beat them ..and on hard and harder ..you need a superiority of 3 or more to get beat them....the commander unit is so powerful that you need almost a whole army to take him down .....javascript:void(null)

I will give you a 9.5 for artwork!
But a sadly 2 for balance and fairness.
I hope you guys do a better next time with the balance if you ever decide to do another mod for DOW....or decide to fix this one....Thanks !javascript:void(null)

 #209 - 08-27-2010 at 11:47
TheHellKnight
Joined: December 17th, 2009
Posts: 84
can this run with steel legion mod?confused

 #210 - Awesome, but a little help - 09-22-2010 at 14:52
TSotP
Joined: September 22nd, 2010
Posts: 1
This mod is awesome, but i was looking to make a small change for my personal enjoyment.

i.d like to change the "Massive Battles" win condition to be 550% (yes, fire-hundred and fifty percent) instead of the 50% cap increase. The problem is that i can't locate where this file is, nor am i sure how to change it. Any help would be greatly appreciated

 #211 - Won't Work - 12-04-2010 at 03:00
xxDalekcaanxx
Joined: December 4th, 2010
Posts: 2
When i download it, it's just a file called "tyranidmod045dc" what do i do with this file? p. . this is saved onto my desktop, please tell me EXACTLY where is have to save it. e.g. Cstick out tonguerogram Files

 #212 - Won't Work - 12-04-2010 at 03:02
xxDalekcaanxx
Joined: December 4th, 2010
Posts: 2
by the way i am using vista

 #213 - Need help on Windows 7 - 12-27-2010 at 19:53
Aias
Joined: December 27th, 2010
Posts: 4
Hey all, I have used this mod before in my old computer (Windows XP) and it worked perfectly fine. But now in my new computer (Windows 7 Ultimate) when I download the file my computer just says it's an unknown file, I would appreciate it if someone knew how to fix it thanks. smile

 #214 - Nevermind - 01-05-2011 at 18:54
Aias
Joined: December 27th, 2010
Posts: 4
I know how to fix it. big grin

 #215 - HELP PLZ - 01-10-2011 at 21:56
RompSocks
Joined: January 10th, 2011
Posts: 2
soz im kinda new at doin stuff on computers and i dled it and wats a good program to open it? cos the ones i already have arent compatible :/

 #216 - @ Ajas - 01-10-2011 at 21:58
RompSocks
Joined: January 10th, 2011
Posts: 2
how to u fix it ajas?

 #217 - 01-14-2011 at 16:33
Apollo_Diomades
Joined: April 28th, 2010
Posts: 6
The tyranids were in the original dawn of war but they cut the race as it didnt add up to the campaign and why they were there

 #218 - Error - 06-08-2011 at 20:16
Clockwork_Master
From: (Hoquiam)
Joined: June 8th, 2011
Posts: 1
I get an error while i am om nom nomming stuff and it tells me that there is a fatal IA error and then it freezes up and shuts off...
any way to fix this?

 #219 - How to fix. - 06-15-2011 at 16:00
Aias
Joined: December 27th, 2010
Posts: 4
Sorry I'm so late. XD but anyway it should be fix automatically by now. Because there were a lot of Windows updates. If it wasn't fixed for you then just try to open it and Tick the "Look for programs online" That's what I did. I forgot what the progtam was but I think it was the first one. Anyways is most likely to already been fixed.



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