nn_skinl
nn_lb1

Tyranid Mod 0.45SS

tyranidmod045ss.exe

Description

And finally, the Soulstorm version of the 0.45 release.

For reference, this is almost identical to the Dark Crusade release. The major differences are that it has newer AI to kick your collective behinds with, and it's been adjusted to take into account flyers (the ones already ingame, not new Tyranid ones, sorry - that's later) and it won't have multiplay issues (so no patching required!).

The balance is pretty much identical to the DC release since this is basically a straight port, so I'm just gonna state upfront that the balance is off to get it out of the way.

Otherwise, enjoy.

-colonialhockey10

nn_lb2

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 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

There are no comments yet. Be the first!

nn_skinr
nn_player