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| Tyranid Mod (0.45DC) (0.45-DC) - File Description |
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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
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| Tyranid Mod (0.45DC) (0.45-DC) - File Download Options |
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Primary Download Locations: | | Name: Location: Provided by: | Worldwide Mirror by FileFront USA Central FileFront.com | | | |
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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 |  |

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| Tyranid Mod (0.45DC) (0.45-DC) - User Comments |
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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
EuphoricAcid From: (Transylvania) Joined: July 24th, 2007 Posts: 201 | my eyes! THEY BURN hmm... don't mind if I do |
Zahaqiel From: Joined: October 29th, 2006 Posts: 127 | Grr... the promo pics seem to have choked... I'll stick them in a newspost. |
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? |
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. |
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... |
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. |
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 . at least a 9.5/10 overall, id say. |
Alexoah Joined: April 30th, 2006 Posts: 95 | Can't wait for the SS release!!! |
Zke From: (The O.C.) Joined: November 11th, 2005 Posts: 201 | Thank you guys so very much for this. |
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 again |
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. |
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! |
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? |
Disease_61 From: (Vermilion, Ohio) Joined: November 14th, 2007 Posts: 224 | yay! i can actually kill comps with'em now . |
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! |
Milleuros From: Joined: October 19th, 2007 Posts: 262 | Wow ! Great ! |
karang92 From: (Kent) Joined: June 19th, 2006 Posts: 115 | YES! IT HAS FINALLY ARRIVED! |
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 |
Grand_Master_Bean From: (Grantham) Joined: December 1st, 2007 Posts: 743 | down boy! down!
Private stand down! |
Disease_61 From: (Vermilion, Ohio) Joined: November 14th, 2007 Posts: 224 | multiplayer no works |
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 |
GeorgeRox26 From: (KIMPTON!) Joined: March 20th, 2007 Posts: 345 | one baneblade killed a constand stream of
524!!
tyranids, in a choke point
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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. |
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 ? |
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 |
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! |
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? (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. |
fuggles Joined: April 29th, 2007 Posts: 122 | @27 - are you playing with another mod at the same time (eg combiner) or in soulstorm? |
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 
Buildings:
You guys did awesome on most of the buildings but I would like to see some animation.
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 |
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) |
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 ^^ |
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 
Especially when you play with the "massive battles" win condition |
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) |
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 |
wraithlord900 From: (Utah) Joined: March 22nd, 2008 Posts: 441 | OMGWTF its still not For Soul Storm |
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? |
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. |
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 ^^ |
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! |
chaoslordx13 From: (Sterling Virginia) Joined: January 21st, 2007 Posts: 585 | nvm just delete the heroes lua |
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!! |
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 : ) |
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. |
ZombieDragon201 From: (Hobbs, NM) Joined: June 12th, 2007 Posts: 57 | *sigh*
There should be an SS release soon enough, as far as I know. |
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 |
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! |
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. |
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! |
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-ins 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. |
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. |
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 |
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 |
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. |
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? |
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? |
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. U |
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. |
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? |
morellogno Joined: July 5th, 2008 Posts: 38 | sorry for double post answer was added just a few minutes vor my post |
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. |
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 |
Zahaqiel From: Joined: October 29th, 2006 Posts: 127 | Which line would that be out of curiosity? |
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 |
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 |
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. |
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!!! |
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? |
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. |
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. |
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. |
morellogno Joined: July 5th, 2008 Posts: 38 | hm.. but situation in who full squad is cheaper is strange Normal icon should be change on that with full because who use that old when full squad is cheaper xD |
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? |
Cedric1LP From: Joined: February 20th, 2008 Posts: 54 | Tyranids are my favourite nation of Warhamer40000! thanks man |
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 !!! |
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? |
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. |
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. |
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. |
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. |
Zahaqiel From: Joined: October 29th, 2006 Posts: 127 | Have you activated the mod? |
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) |
Ankehl From: Joined: November 28th, 2005 Posts: 7 | @Zahagiel: Where can i find this log? |
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 )
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 and so i would really appreciate someone helping me do this |
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. |
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" .
@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. |
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 -_- |
Zahaqiel From: Joined: October 29th, 2006 Posts: 127 | Sounds like your connection's dropping out a little while you're downloading it. |
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" |
Sylphior From: Joined: October 18th, 2006 Posts: 48 | anyone have an idea when the SS version is coming out? |
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? |
Redmonkey711 From: Joined: July 12th, 2008 Posts: 8 | Love you guys are uber Game Gods!!! i'm super serial serious!!!!!! |
nothing_curt From: (Bon Accord, Alberta) Joined: March 30th, 2008 Posts: 55 | By Zeus's beard this mod rocks |
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. |
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. |
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. |
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. |
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. |
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. |
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 
TYRANIDS FOR SOULSTORM!!!!!! vote yes |
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. |
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 |
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. |
mooplehead Joined: July 15th, 2008 Posts: 6 | k cool srry if i came of iggnorent with my last comment, but u know......TYRANIDS RULE!!!! |
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? |
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". |
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! 
This is really starting to get annoying |
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.: Only tyranid team is that one who make conversion on soulstorm. Someone know why other team don't do that? |
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. |
necronmaniac28 From: Joined: April 16th, 2008 Posts: 7 | It didn't work. it really has deleted them. I'm relly sad now . Ah well, better get started on downloading them again. |
Zahaqiel From: Joined: October 29th, 2006 Posts: 127 | So their subfolders in the Dark Crusade folder don't exist anymore? |
fuggles Joined: April 29th, 2007 Posts: 122 | and aren't in the recycle bin? |
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. |
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. |
mooplehead Joined: July 15th, 2008 Posts: 6 | cant wait 4 the soulstorm version |
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. |
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 |
wowon Joined: July 22nd, 2008 Posts: 4 | i have down loaded it now what?! |
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 |
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. |
TheDuhMan Joined: November 11th, 2007 Posts: 42 | ugh when i use modDB it wont even download it... -_-
i really want to play this mod |
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. |
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. |
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). |
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... |
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? |
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. |
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 
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 
thanks |
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?!! |
Zahaqiel From: Joined: October 29th, 2006 Posts: 127 | @Sekmet:
Try clicking the "Download Now" link. |
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? |
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? |
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? |
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. |
CKhupp Joined: August 16th, 2008 Posts: 4 | My comp wont let me edit the Tyranids.module file to fix the problem of |
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 |
CKhupp Joined: August 16th, 2008 Posts: 4 | Erm, nevemrind, vistas suck beyond my control, fixed it |
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? |
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!!! |
RazorWolves From: (Oxford) Joined: August 16th, 2008 Posts: 21 | whereas ID RULE on both versions of the game!!!!! also i cant get the "new race combiner" to work |
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" |
Zahaqiel From: Joined: October 29th, 2006 Posts: 127 | Make that:
";; DllName = WXPMod
DllName = WXPMod_DCMod"
The space is kinda important. |
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 |
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? |
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... |
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 |
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

ps is it me or am i missing somthing any help would be appreciated
thanks |
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" |
Setari666 From: (Tucson, Arizona) Joined: October 11th, 2007 Posts: 59 | ooh i just placed a game on it... very nice 10/10 |
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. |
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. |
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? |
lemons208 From: Joined: September 23rd, 2008 Posts: 3 | this sucks it didnt work |
lemons208 From: Joined: September 23rd, 2008 Posts: 3 | how do you get into the tyranid module |
Zahaqiel From: Joined: October 29th, 2006 Posts: 127 | Did you two both try what I said to do in post #151? |
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. |
lemons208 From: Joined: September 23rd, 2008 Posts: 3 | yes I tryed changing the dllnames and stuff it still dont work |
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? |
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 |
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 |
raytenana9 Joined: August 24th, 2008 Posts: 26 | nvm world mod ver now this is what yrhappens I CANT FIND tyranids.module |
raytenana9 Joined: August 24th, 2008 Posts: 26 | dll line thingy dont work (god i fell like a nooblet) |
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 forgot 
Plese help |
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! |
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! |
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! |
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. |
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. |
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. |
ghostninjapirate Joined: December 1st, 2008 Posts: 1 | Iv'e installed it but it wont work can someone help me? |
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??? |
4646 From: Joined: December 3rd, 2008 Posts: 3 | cool game guys. |
4646 From: Joined: December 3rd, 2008 Posts: 3 | nice work. |
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 
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 
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 ^^ |
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? |
OldMaster Joined: December 6th, 2008 Posts: 3 | My version is 1.0 and it works fine... except it flies out every ten minutes = |
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... |
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 |
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 |
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 merciless |
YEZZE From: (zwolle) Joined: June 14th, 2008 Posts: 20 | whauw cool |
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. |
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. |
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. |
ardy001 From: (paranaque) Joined: October 25th, 2008 Posts: 3 | i cant seem to see the tyranids on my mod,why? |
Commander_Dyl From: Joined: December 30th, 2008 Posts: 2 | It wont work on my comp! |
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 |
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 |
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 |
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 |
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 
can swarm them something crazy lol |
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 |
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 |
J000C From: (NSW) Joined: August 5th, 2009 Posts: 1 |   wont load |
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. |
irishhippie1013 Joined: November 21st, 2009 Posts: 1 | id hate to sound out of date, but does this work with winter assault? |
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. |
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!!!!!  |
Spacemarinesrlz Joined: December 6th, 2009 Posts: 18 | hehehe ive got it i think i need patch 1.2
  |
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) |
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. |
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? |
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 ! |
DShasOC Joined: March 12th, 2010 Posts: 2 | I downloaded it, but when i was gonna install it it said the file was unknown I have windows 7 ultimate, can someone help me? |
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) |
TheHellKnight Joined: December 17th, 2009 Posts: 84 | can this run with steel legion mod? |
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 |
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. C rogram Files |
xxDalekcaanxx Joined: December 4th, 2010 Posts: 2 | by the way i am using vista |
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. |
Aias Joined: December 27th, 2010 Posts: 4 | I know how to fix it. |
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 :/ |
RompSocks Joined: January 10th, 2011 Posts: 2 | how to u fix it ajas? |
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 |
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? |
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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