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# 1 |
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Member
Join Date: Apr 2005
Location: England
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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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# 12
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Resident AI guy
Join Date: Sep 2004
Location: North Toronto, Canada
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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
Last edited by thudmeizer : 26th Feb 07 at 9:08 PM. |
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# 18 |
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Guest
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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 |
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# 22 |
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Guest
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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!
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# 24
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Who ya gonna call?
Join Date: Mar 2005
Location: Midwest US
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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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# 26 |
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Guest
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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. |
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# 28 |
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Guest
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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 |
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# 29
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Who ya gonna call?
Join Date: Mar 2005
Location: Midwest US
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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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# 33 |
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Member
Join Date: Mar 2005
Location: Germany
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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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# 36 |
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Member
Join Date: Feb 2007
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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 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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# 39 |
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Member
Join Date: Apr 2005
Location: England
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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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# 40 |
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Guest
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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... ) |
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# 42
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Naked and Fearless
Join Date: Aug 2004
Location: unAmerica
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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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# 43 |
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Guest
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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 workP.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. |
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# 44 |
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Member
Join Date: Jun 2006
Location: Sitting on the mound of skulls I made for Him, staring at the blood river.
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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 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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# 46 |
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Member
Join Date: Nov 2004
Location: :noitacoL
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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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# 48 | |
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Member
Join Date: Jan 2007
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Quote:
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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# 49 |
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Member
Join Date: Dec 2006
Location: I live here right now. Until I leave.
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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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