Dawn of War Dark Crusade
Inquisition Daemonhunt Mod
what will! ENJOY!!! Also plese note: Some members said their installation seems to freeze at 1% & then after a while it jumps to 100%. If this happens to you just be patient & wait for it to complete. Also please read the Legal Notes before downloading & installing this file. -saoreire
Tyranid Mod (0.45DC)
major animation and model updates, along with some rebalancing and new gameplay features. For more information, read the Readme below. [/quote] 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
Dawn of Steel - Steel Legion Mod
coming,etc. All that's left to say is go download it now and enjoy it! ~Gaffer Edit: More Screenies for yas!
New-Races-Mixer
are: Inquisition Daemonhunt, Dawn of Steel, Witch Hunters and Tyranid. You must download and install them separately to actually get the new races in the game, but the mod works regardless. Dawn of Skirmish is also supported, in case you had it. This mod changes the victory conditions in the singleplayer campaign\'s skirmishes; the new rules are: Annihilate, Control Area and Take & Hold. Install this mod into Dark Crusade\'s main folder. From the main menu, go to the Game Manager and select New-Races-Mixer Mod 0.4.
Tyranid Mod
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 400 Release -------------------- +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 -Capillary Tower, Spore Chimney and Magma Vents are all standins -Most buildings do not have animations ===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 +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.
Fullscale Battlegroup
Imperial guard have been reskinned and include 4 factions. 1. Standard IG with new units 2. Mechanized Inf 3. Airborne 4. Auxiliaries Space marines also have new \"Personalized\" units New coding and abilities are in place All Races have some new units NOTE NOT new Models, But a lot of new reskins and Hybrid model types. New Gameplay includes--entrench,HoldGround,Cover to cover,bayonet charge.Heroic stance. Also new hybrid Gfx,Abilities and Vehicles that make their own troops, and dynamic AI linked to certain events that will \"influence\" your troops.
Civilians and Arbites (2.0)
Valkyrie which can be used to drop storm troopers (and other squads) directly into your enemies base. I have continued balancing out the overpowered elements, increasing build times and keeping unit health low, keeping squad caps on the more powerful units. I hope you like it!
civilians and arbites
strategic points, your men are weak and inaccurate. The more powerful units are capped to help with balance. The civie_hq generates the main requisition and power supply, turrets add a small amount also. Building more hqs and building them in your allies starting zones will help you to consolidate your position. The chimeras and rusted leman russes can make for good armoured columns which pack a good punch whilst your foot troops die in their droves to hold ground but there are always more of them. This mod also works with SoulStorm although it has only been tested this a few times, the only difference being that dead bodies remain glowing purple.
Serpent Druids Part 6
Druids, these seek to annihilate the forces of evil and any other those who possess the potential to join them. There are several key points most of the visual graphics have been taken from existing races so there isn\'t anything really that new, well except for there being a new race and an interesting story to go with it. Unfortunately there is no AI for this race as they will just sit dormant or inactive if selected as an AI. The Serpent Druids have powerful weapons and tide changing abilities however they are weak armoured and slow moving which balances it out (see the readme for more) This is File 6 of 6, you will need all of the six files for this to work correctly.
Serpent Druids Part 1
Druids, these seek to annihilate the forces of evil and any other those who possess the potential to join them. There are several key points most of the visual graphics have been taken from existing races so there isn\'t anything really that new, well except for there being a new race and an interesting story to go with it. Unfortunately there is no AI for this race as they will just sit dormant or inactive if selected as an AI. The Serpent Druids have powerful weapons and tide changing abilities however they are weak armoured and slow moving which balances it out (see the readme for more) This is File 1 of 6, you will need all of the six files for this to work correctly.
Serpent Druids Part 5
Druids, these seek to annihilate the forces of evil and any other those who possess the potential to join them. There are several key points most of the visual graphics have been taken from existing races so there isn\'t anything really that new, well except for there being a new race and an interesting story to go with it. Unfortunately there is no AI for this race as they will just sit dormant or inactive if selected as an AI. The Serpent Druids have powerful weapons and tide changing abilities however they are weak armoured and slow moving which balances it out (see the readme for more) This is File 5 of 6, you will need all of the six files for this to work correctly.
Serpent Druids Part 4
Druids, these seek to annihilate the forces of evil and any other those who possess the potential to join them. There are several key points most of the visual graphics have been taken from existing races so there isn\'t anything really that new, well except for there being a new race and an interesting story to go with it. Unfortunately there is no AI for this race as they will just sit dormant or inactive if selected as an AI. The Serpent Druids have powerful weapons and tide changing abilities however they are weak armoured and slow moving which balances it out (see the readme for more) This is File 4 of 6, you will need all of the six files for this to work correctly.
Serpent Druids Part 3
Druids, these seek to annihilate the forces of evil and any other those who possess the potential to join them. There are several key points most of the visual graphics have been taken from existing races so there isn\'t anything really that new, well except for there being a new race and an interesting story to go with it. Unfortunately there is no AI for this race as they will just sit dormant or inactive if selected as an AI. The Serpent Druids have powerful weapons and tide changing abilities however they are weak armoured and slow moving which balances it out (see the readme for more) This is File 3 of 6, you will need all of the six files for this to work correctly.
Serpent Druids Part 2
Druids, these seek to annihilate the forces of evil and any other those who possess the potential to join them. There are several key points most of the visual graphics have been taken from existing races so there isn\'t anything really that new, well except for there being a new race and an interesting story to go with it. Unfortunately there is no AI for this race as they will just sit dormant or inactive if selected as an AI. The Serpent Druids have powerful weapons and tide changing abilities however they are weak armoured and slow moving which balances it out (see the readme for more) This is File 2 of 6, you will need all of the six files for this to work correctly.
Inquisition: Daemonhunt Trailer
comes out soon! NOTE: You WILL need the correct codec to view the trailer. I have not been informed as to [i]which[/i] codec it is, but I'm sure Compiler will be able to post it in the comments. -Guzzy






