Babylon 5: CoL 2 Public Beta v0.6.5
Jan 22, 2012 Demo 8 commentsLast public beta containing all our finished and unfinished work. Thanks for your support.
Mod team:
DreamorCZ - Team leader, modelling, texturing, effects, coding, animations, PR - Czeh Republic
Mularac - Team co-leader, mission making, miracles, advance coding, effects -Argentina
SoulAssassino - trailers, senior PR, writing - Hungary
Marchello - modelling, movies - Slovakia
X4VI3R - animated icons, sound and music editing - Argentina
The Old Dragon (Kirsah) - modelling, texturing, mission making, advance coding
Former B5: CoL team
Project Lead- Jussi Saarivirta aka "Jusas"
Lead Modeler- Paul Trogolo aka "Logic Sequence"
Modelling and Texturing
Jussi Saarivirta aka "Jusas"
Mikko Lintunen aka "Paladine"
Paul Trogolo aka "Logic Sequence"
Scripting- Jussi Saarivirta aka "Jusas"
Mission scripting and design
- Eater- Wild RhoStorywriting
Jussi Saarivirta aka "Jusas"
To make custom missions use nexus skirmisher --- Arparso.de
For all of you with Windows 7 or Vista, here's a guide to make multiplayer work: Arparso.de
Join Nexus Fan group and visit Nexusthegame.net for info and support about Nexus!
We still need modelers, texturers and mission makers, so please mail us! If you have made a custom
mission send it to us!

4 comments by DreamorCZ on Feb 22nd, 2011
some of you might know who we are and some of you might not, so here are facts. Taurus group is a little gathering around the game called Nexus: The Jupiter Incident with two ongoing projects which are Stargate: War Begins and Babylon5: Conflicts of Loyalty 2. We are hard working on those projects but our numbers are small and we need you help to pull out these projects to the magnificent end.
- 3D artist - Any experienced artist with any 3D studio for creating space ships and props (but Lightwave3D preferred)
- 2D artist - Artist skilled with any 2D studio for new GUI and 2D space environment creation
- Scripter - Anyone who is willing to learn Black Sun script
--DreamorCZ--
We will welcome you with open arms.
---Taurus Group Leader---
Last public beta containing all our finished and unfinished work. Thanks for your support.
Latest public beta.
Latest tweets from @taurusgroup1
New missile models ... T.co
Apr 27 2013, 8:16am
Do not be worried loyal fans, development for SG:WB and W40K:BFN still continues, slowly but steadily.
Feb 13 2013, 6:35am
Finished Goa’uld Space Station -> T.co
Dec 25 2012, 8:07am
New picture, small teaser this time... T.co
Dec 12 2012, 5:22am
Do not forget that there is Nexus:TJI dedicate forum at T.co @TaurusGroup1 @DreamorCZ
Nov 17 2012, 9:50am
Problem with "night side" of planets solved. Every planet can be properly re-worked with extreme detail fidelity now.
Nov 9 2012, 7:47am
New pic for SG:WB - T.co
Nov 3 2012, 7:13pm
Nexus 2: The Gods Awaken T.co
Oct 1 2012, 3:10pm
Shield penetration bug has been finally solved. New model for Battlefleet Gothic is here --- T.co
Jul 31 2012, 5:41am
Trying to solve shield penetration bug but it is driving me mad. Everything seems to be alright but something must be obviously wrong.
Jun 25 2012, 4:31pm
I want to combine this and the Star Trek mod together to make a "Star Wreck: In the Pirkinning" mod. Would you object?
result is really fun? I made such combination for myself while ago)Also added some Battlestars in)
Hey guys just a question. I was looking at screwing around with fighters and boats but can't seem to find any sort of tutorial or how-to on how to get ships to carry fighters. How would i get, say, a G'Quan class to have fighters? Just curious. I'd like to create my own missions eventually.
Partially answered on SG:WB mod page.
Yaaaaaaaaa! It is great! I believe in you, and wait new release!
Taurus group is die. They closed all project. Thanks for your work, gies!
Well, we are not dead but we are in need of new members. We just can not continue our work without "work force". Battlefleet Nexus and Conquest: The Noah-Gorg War are still alive because there is just enough people to work on them.
I have a small question. Will you be adding thrusters to let ingame starships respect Newtonian mechanics more? For example, the Omega-class destroyer from Babylon 5 doesn't have thrusters to move in the yaw/roll/bank axes, nor does it have thrusters to let it move backwards (though the big outlets originally intended to be "gigaton-class mine launchers" on the bow just below the forward launching bay could be repurposed into rear thrusters). Many other ships in the B5 universe lack maneuvering thrusters as well, sadly. The Minbari, Vree, Shadows, and Vorlons get a free pass on this because they use reactionless drives, like the Vardrags in the vanilla game.
Will you add maneuvering thrusters to the ship models that don't belong to those three factions so they can more realistically maneuver in space vacuum? Or will you rather be sticking with models faithful to the show like you did with the Colonial capital ships in the Battlestar Galactica mod, however unrealistic from a physics standpoint they may be?
awhell. i was looking fowerd to see b5 before i left for boot camp.
I wait this update 1 year.... whell...