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Old 26th Feb 07, 2:49 PM   # 1
Kaveman
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[MOD] Tyranid Mod - v0.401 Released! Updated 05/05/07

Welcome to the Tyranid Mod thread!

Visit our website here -

http://tyranids.dowfiles.com/

=====

New Carnifex Model!

Stryer's finally finished off his lovely and pretty damn scary 'Fex model ready for rigging and animating. Expect to see more of this very soon!



=====

The v0.4 release is out! It's only an interim release until 0.5, but it's still a big upgrade from v0.3!

Download it here -

http://files.filefront.com/6816877

=====

The v0.401 patch has been released, it fixes some MAJOR issues with the heroes game mode and with getting the mod to run in general as well as including some extra community content.

Download it here -

http://files.filefront.com/6907201

=====

Here's the readme -

---------------
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 401 Release
--------------------

Bug fixes

- The mod manager now works properly EVERY time.
- The heroes mod now works properly with the tyranid race and no longer crashes
the game upon upgrading to tier 2.

Improvements

- Davisbe's temporary Tyranid team pattern files and VenerableDread's temporary
reclamation pool team pattern file have been included, these allow certain units
to now be teamcolourable, these files haven't been made by the team and will be
replaced in the next release so please don't comment on them .

Tyranids 400 Release
--------------------

+++YOU MUST HAVE DC INSTALLED TO PLAY THIS MOD+++


+WHAT TYRANID MODELS ARE IN THIS RELEASE?

Every single model is in the game and animated, with a few exceptions
-The Ravener has no animations
-The Biovore appears as a Defiler
-The Hive Tyrant appears as a Wraithlord
-Will of the Hive appears as a skull probe
-The Carnifex appears as a dreadnought
-Capillary Tower, Spore Chimney and Magma Vents are all stand in models
-Most buildings do not have animations


+HOW DO I INSTALL IT?+

Simple run the installer! It should locate your DoW folder and automatically
install into the right place. It doesn't overwrite 0.3 either, so you can still
play the older version if you so choose!


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

+WHAT TO EXPECT FROM THIS MOD+

This version of the mod is a complete overhaul from 0.3. Everything is different.
The main point we want to establish is that this mod is a huge step from 0.3, but
is not without errors. Things such as the Trygon Run animation is a bit dodgy,
some models still using standins and other weapon upgrades not appearing
visually. The Code is solid, but for whatever reason, some visuals havn't made it
into this 0.4 release.

This mod is intended as a halfway between 0.3 and 0.5. 0.5 Will be hopefully the
finished race, and will be complely visually finished. This mod has been polished
to the best of our abilities without pushing back the deadline any further. Any
issues will be fixed with 0.5 or a subsequent patch.

Saying that, we really hope you enjoy it!


+HOW DO I CAPTURE STRATEGIC POINTS?

Genestealers and Warriors are the ONLY Tyranid unit that can
capture strategic points.

Will of the Hives are the Tyranid builder units. They are a
little like the Eldar builder units, and appear as skull probes


+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 Towers/Listening Posts
(just like other races), you will also need to build lots of
Reclamation Pools as these also produce 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!


+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 made
to install the following DoW modification. Use at your own risk.

+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
-Dawnofwarfiles, 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!








Last edited by Kaveman : 5th May 07 at 8:12 AM.
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Old 26th Feb 07, 2:57 PM Forum Rules   # 2
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Downloading now, whatever it plays like congratulations guys on lots of hard work resulting in a release . Nice to see one of the other older mods sticking it out this long.
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Old 26th Feb 07, 3:05 PM   # 3
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WooHoO!

The tyranids have come to destroy us!

Congrats to the team!

downloading now......
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Old 26th Feb 07, 3:15 PM   # 4
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Awesome news, thank god my son had already gone to bed, I'd never have pried him off the keyboard, he's been waiting for this ages. Great work guys
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Old 26th Feb 07, 3:18 PM   # 5
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EEEE WOOHOO so how many more units can you have DOWNLOADING NOW

horray!

good work dudes, hope to see you in 0.5

EDIT: never mind i see the units

great work guys!!
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Old 26th Feb 07, 3:23 PM   # 6
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A glorious day!good work team! Downloading!
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Old 26th Feb 07, 3:23 PM Forum Rules   # 7
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Good job guys, keep on like that. You are one of the standing stones of the community and it's good to see your mod living his -almost- own life
Cheers!
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Old 26th Feb 07, 3:24 PM   # 8
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This is great!! Installing now, and congratulations to the mod team!
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Old 26th Feb 07, 3:36 PM   # 9
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YAY! been waiting for this mod along time kep up the good work!
 
Old 26th Feb 07, 3:37 PM   # 10
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Hi, i just got the mod, i loaded the DC Map Editor to have a quick look, this is purely awesome!
Good job guys, i was almost breathless...
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Old 26th Feb 07, 3:37 PM   # 11
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*Instantly dies of an Awegasm*
 
Old 26th Feb 07, 4:49 PM Forum Rules   # 12
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Congrads Nid Team! [waits for the impending flood of roach comments and how Riddly Scott can take his Aliens franchise and shove it up various places ]
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Old 26th Feb 07, 5:00 PM   # 13
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awesome... simply awesome
 
Old 26th Feb 07, 5:34 PM   # 14
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wait... this is for DC, right?
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Old 26th Feb 07, 5:50 PM   # 15
Crow
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thank you very much. keep up the great work
 
Old 26th Feb 07, 5:51 PM Forum Rules   # 16
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Rock on! This is great news, and some sexy visuals! Many thanks to the team for the hard work, and as Shin said, for sticking it out!
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Old 26th Feb 07, 5:58 PM   # 17
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*Instantly dies of an Awegasm*
Lol dude, that made me laugh hard hehe.

"wait... this is for DC, right?"
Yes it is for DC, by the way, don't expect new mods to be WA compatible, everybody is moving to DC now.
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Old 26th Feb 07, 6:10 PM   # 18
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Yep all new mods, and old mods with skilled teams, are moving to DC, there are too many good changes to the code to pass it up.

Congradulations on another release, I've been looking forward to this for a good long time now, about...how long has it been since this mod started again?

-John
 
Old 26th Feb 07, 6:28 PM   # 19
TauLovergalore
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wow awesome i got to say but umm for the acclimatization researches


it says "???? to get used to this planet" ???? as in watever your researching
it just doesnt sound right to me maybe it should be helps insertnamehere to get more familiar with this planet
 
Old 26th Feb 07, 6:30 PM   # 20
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It's nice to see that some of the "Placeholder Units" are being replaced with the real things, that's for sure!
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Old 26th Feb 07, 6:37 PM   # 21
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When are you guys going to be getting a Hive Tyrant?

Looks awesome other than that(downloading)
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Old 26th Feb 07, 7:13 PM   # 22
Crow
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i just tried few games and it is really cool! it really feels like a unique race. synapse range really had me thinking my strategy when playing big maps (1024) like agriworld where strategic points are far from eathother (sorry for bad eng). i did, however, miss somekind of flying assaultunits like those gargoyles? great work!
 
Old 26th Feb 07, 8:30 PM Forum Rules   # 23
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Hmmm, can't get it to run. I can't even see it under tha game manager. Should I be looking in DC or DoW? I don't keep my Games on my C drive, is that an issue?
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Old 26th Feb 07, 9:49 PM Forum Rules   # 24
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Drove me nuts that some of the units didn't have WTP's, so I ran some off for the Broodlord, Warrior, Zoanthrope, Spinegaunt & Termagaunt.
If the mod team wants them, let me know, you're certainly welcome to them.

[EDIT] Well, since I royally fucked up and reinstalled the mod, all my work was deleted. What a bitch. Regardless, I'll redo them if you guys are interested.
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Old 26th Feb 07, 11:39 PM   # 25
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You don't have a spore tower yet. I think compiler has one for you in his Strat point pack.

EDIT: God i miss starcraft.
 
Old 26th Feb 07, 11:59 PM   # 26
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I so admire you Tyranid members for your hard work and dedication despite all the obstacles and challenges that come with such a huge project. I can't wait to try this out along with whatever else you all are gracious enough to share. Cheers!

Edit- I just played a game and it's fantastic, ate some guard! Working your butts off I see. Ok, I'm off to play some more... Well done!

Last edited by Randy : 27th Feb 07 at 12:37 AM.
 
Old 27th Feb 07, 12:10 AM   # 27
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Is there any alternative links?
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Old 27th Feb 07, 1:12 AM   # 28
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cant wait to give this a spin later!

few questions if I may.

Nid artillery? any long range aoe weapons or entrenchable bio weapons to help with defence or seige planned?

Love the whole idea of a roving attack group and limited defence options, but wont that throw the nids to the wind when it comes to multi player? Obviously a small entrenched defencive force will be set up with turrets and such, then you just send a bulk of assault squads and temies with a few dreads to the nid base and crunch it up!

But then again thats exactly how they bloody work isnt it..

Is there any rapid transport system for nids?

great work
 
Old 27th Feb 07, 2:02 AM Forum Rules   # 29
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Alright, I'm a persistent bastard...
I made WTP's for the units that were not team-colourable, since I just had to see them all nice and in uniform colours.

That's Broodlord, fixed Lictor, Spinegaunts, Termagaunts, Zoanthrope and Warriors & Warrior weapons.

I'll pm Kaveman with the d/l link, it's up to you guys on the team if you want to use them. If you do, feel free to do whatever you want with them, don't bother with credits or anything - don't waste time you could be working on the mod!

Last edited by davisbe : 27th Feb 07 at 1:45 PM.
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Old 27th Feb 07, 2:14 AM Forum Rules   # 30
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Lookin' great! An alternate link would be nice though, FileFront doesn't seem to work for me.
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Old 27th Feb 07, 2:45 AM   # 31
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Well done!
Seems like a great job, I can't wait to give it a try!
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Old 27th Feb 07, 3:08 AM   # 32
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I have tried to download using filefront 5 times,still,it's not working.

Is there any alternative links?
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Old 27th Feb 07, 3:36 AM   # 33
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Hope this works for those who can't get it from Filefront:
http://rapidshare.com/files/18519605/tyranidmod04.exe
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Old 27th Feb 07, 3:53 AM   # 34
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Just had a game with Tyranids vs Ultramarines.
This is awesome! You guys have really done a great work!
 
Old 27th Feb 07, 4:35 AM   # 35
Cheesenium
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Rapidshare still doesnt work for me.Is there any other alternative link?
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Old 27th Feb 07, 6:18 AM   # 36
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yea im sure it will get hosted else were, in the mean time try the original link from him

to the guy in page 2 you need to check in your DC folder, there should be a seperate folder for tyranid mod and thats it.

as for the mod itsself I LOVE IT , even WITH cheats it took me forever to get to the top of the tech tree!. great job guys

if you need sum1 to make icons for you (ive noticed the buildings icons) i could see what i could do!
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Old 27th Feb 07, 6:24 AM   # 37
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Quote:
Originally Posted by Cheesenium
Rapidshare still doesnt work for me.Is there any other alternative link?


What exactly is the problem? Dowanloading, installing or starting the mod?
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Old 27th Feb 07, 6:56 AM   # 38
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Im having problem in downloading.I couldnt get the whole thing.My download will just stop half way.Perhaps i'll try again tomorrow.

Installing or starting the mod shouldnt have any problems for me.
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Old 27th Feb 07, 8:13 AM   # 39
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davisbe has uploaded the WTP files to -

http://files.filefront.com/WTPszip/...;/fileinfo.html

for anyone that wants them! These aren't official and will be different in the next release, but for now they look pretty damn good!

TauLovergalore - Yeah you're right, we are likely to change the tooltips in future.

Dooks Dizzo - I don't know why it wouldn't be installing correctly, check you're installing into your main DC directory, bear in mind that DC is required.

Thanks for your comments everyone!
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Old 27th Feb 07, 8:31 AM   # 40
mosca27
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Totally awesome!

Thinkin' about the coming of the new codex while the mod was in developement and all the new gameplay ideas you're putting in this, I'm really amazed!

Keep up good work guys, this is *my* mod of the year.
(40k without 'Nids sounded a little bit like Africa without Lions, you know... )
 
Old 27th Feb 07, 9:00 AM   # 41
RelicHunter
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seeing how nid's are meant to be mobile, why not make all the buildings like the monolith? But moveable, so in move they can't produce unit's etc.
 
Old 27th Feb 07, 9:22 AM Forum Rules   # 42
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Really nie, I got it to work finally and I like what I see.

Are you taking balance queries yet? I don't want to gripe but a squad of genestealers at the outset pretty much ate all my opponents scouts without taking a single wound. They are really a tough unit to have out of the gate.
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Old 27th Feb 07, 10:03 AM   # 43
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I is this a dream who am i in heaven again, this is awsome thankyou so much for this and this is one of the... should i say it the best mod ever! great work

P.s is the carnifex model in this mod as it is in the pics but i only get a dread.

Last edited by Wartau shell : 27th Feb 07 at 11:01 AM.
 
Old 27th Feb 07, 11:20 AM   # 44
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Hi everyone, and big thanks to the Tyranid mod team for their great job!!! I tried it this afternoon, and all of this is beautifull!

I played against the IG, (in easy) and those damned Guardsmen rushed hard on my base, but I managed to pull them back

One or two things to 'complain' though, the Trygon's animation look weird when it uses the Eldar Farseer Storm (but that's just my opinion ) and the carnifex appears as a Dreadnought.

One last thing, Spinegaunts and Termagaunts are not teamcolorable (I used the Kraken teamcolor, and these units appeared with pink flesh and green-blue carapace, instead of beige and red respectively), is that normal ?

Anyway, awesome work so far, keep it up!!!

Cheers
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Old 27th Feb 07, 11:32 AM Forum Rules   # 45
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Downloading now.
The pictures lokk excellent !
I'm not a tyranid expert, but I love that huge thing that stands over the Imperial Guard's bunker !
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Old 27th Feb 07, 12:25 PM   # 46
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What relichunter said does sound really good to me. It just feels better to see tyranids beign born from bigger tyranids than spawning from buildings...I'm finishing reading an online novel that deals a lot with nids, fanfic, no canon, but it portrays all the tyranid assault forces as beign born from bigger beigns, also capable themselves of mass destruction. This approach would make your mod absolutely different from everything else out there, if ALL of your buildings where actually moving creatures that can attack and such, no? (except listening posts equivalent, which maybe don't make too much sense as beign able to move). Possibly the smally builder concept could be abandoned and geared towards a huge creature that goes around giving birth to buildings that are then fed till they grow or something?

I guess I'm just spitting random nonsense while the mod downloads and I can give it a go, but in my mind it sure sounds cooler than cool
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Old 27th Feb 07, 12:29 PM   # 47
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great mod you guys, jesus, the buildings are bigger tyranids, they ar allive, each one.
 
Old 27th Feb 07, 1:10 PM   # 48
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Quote:
Downloading now.
The pictures lokk excellent !
I'm not a tyranid expert, but I love that huge thing that stands over the Imperial Guard's bunker !

If you are referring to the picture of what I think you are, then that would be the Trygon, their relic unit (probably figured that out by now). Gotta love the Trygon, especially in game. He's physically weaker than the other Relic Units, but he can spawn Raveners at will and unleash lightning breath (currently represented by Eldritch Storm), as well as burrow (teleport). So he has more utility than the other Relic units, but is not made for fighting in one on one combat.

Probably have found this out already though.
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Old 27th Feb 07, 2:27 PM   # 49
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I was quite excited when I heard 0.4 version came out today, so I downloaded it almost instantly. No dl problems here. I instaled it and started a throughtfull 4 hours test with it

The work is neat and amazing, and the tyranids remind me of my older drooling/sweeping/sliding friends. Don't get pissed, I ment it as a tease.

The models look quite nice and didn't lagged me, even when I "maxed" out my squad limit. Honestly, the only thing that bothered me, weren't the place holder units, but the lack of animation on raveners. Althought you don't really observ that in the middle of a bloody invasion. Other thing that bothered me is the unit counter specification. EVEN NOW I am not really sure what unit could I use to destroy vehicles.

All in all, I am really satisfied with the looks of the mod. it's playable, relatively balanced, and extreme fun! (sync_kills of the Trygon are a real delicacy )

Oh and as a P.S., can you post a DPS value system of the units? like relicwiki has? Or should I check manually? >.>
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Old 27th Feb 07, 2:59 PM Forum Rules   # 50
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Urm just curious about something that I noticed is missing from the Readme. Is there any reason I don't see Styrers name anywhere?
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