This mod aims to bring strategic combat to the Babylon 5 universe.

We'll start off with the Earth Alliance vs. the Minbari and go from there once we have those two complete factions.

The mod is being developed using a SVN repository. We have made this repository open to the public so you can download and experiment with the mod while its being developed. Instructions for downloading can be found in our files section.

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Balvarin Carrier in front of the Jumpgate Centauri Base Jumpgate WIP
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4 comments by Zeelich on May 27th, 2014

Hello ModDb!

Over the last week Ive been working on getting the Balvarian ingame. As always HW2 has been doing its best to be difficult. :-) So, since progress has slowed I thought Id give you all a quick update on the state of the mod.

The updates to the Area Capture gametype are pretty much complete and the AI is working much better. Speaking of AI, due to limits I dont understand HW2 doesnt like have more then the original two races so Ive been building the Centuari and ISA fleets on top of the original races. Dont worry about the other races, theyll be there too through the use of gametypes. These different gametypes will also bring back the old school resourcing methods.

With the Balvarian Ive started redoing the pulse weapons to make them destructable. Strangly it was a lot easier then I expected. This means the EA ships will soon have working Interceptor systems. The light weapons of the other races will also be able to destroy incoming fire. EA ships will also havevworking E-web systems through the use of defence fields. They may actually have a chance against the Minbari!

Along with Centauri and ISA, Im going to be adding more Shadow and Vorlon ships along with First Ones, Drahk and maybe the Third Space ships. Probably Psy Corp too.

So many ideas so little free time! First Ones ships, new Jump Gate effect, new explosions, new whips, updated weapons textures, formations, attack styles, resources, engine glows.... Anyone got some free time? I could use some help. One of the more time consuming parts of getting a ship in game is
setting up its damage and death effect. Anyone want to help with that? Its easy, all you need is CFHodEd.

Anyway, progress continues and I have plenty of idea left to add.

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War Without End Version 1.1

War Without End Version 1.1

Apr 5, 2014 Full Version 7 comments

Hi guys. I've been to get you all a working installer for the mod for a while now and here it is. This is the latest version of the mod, sadly there isn't...

Babylon 5: War Without End Version 1.0

Babylon 5: War Without End Version 1.0

Nov 23, 2013 Full Version 27 comments

This is the mod in its current state packed into a .big archive for ease of use. It's also much smaller then the SVN version. It's a self-extracting archive...

Megaliths for CnlPepper's Shaders v1.0

Megaliths for CnlPepper's Shaders v1.0

May 22, 2010 Models Pack 3 comments

This is intended as a modder's resource, not a complete mod. This is a pack of the megalith models included with Homeworld 2, updated to look correct...

Homeworld 2 Level Link

Homeworld 2 Level Link

May 8, 2010 Source Code 4 comments

This is a small set of scripts and objects that can be used by advanced HW2 modders to pass arbitrary numerical data between the .level files and the...

Post comment Comments  (10 - 20 of 460)
Zeelich Mar 24 2015, 9:52pm says:

Hey guys, I know I dont post anything these days but I'm usually lurking. :)

You will be pleased to here that the mod will be released on Steam Workshop. RufusShinraSFFS, who ported the Wing Commander mod to Remastered (, will be porting WWE to Remastered for us!

I wasn't very impressed with the remaster so right now I'm probably not going to be adding anything to the mod, but we'll see. Depends on free time and motivation. I'll be here lurking though. :)

+1 vote     reply to comment
spartan11011 Apr 27 2015, 6:51am replied:

When will this happen?

+1 vote     reply to comment
spartan11011 Mar 21 2015, 10:10pm says:

Please move this mod to the steam workshop! PLEASE!

+1 vote     reply to comment
Guest Mar 15 2015, 3:52pm says:

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Guest Mar 1 2015, 7:35am says:

Just wondering if this mod and/or it's content will be making the move to the remastered version(s)?. Love this mod.

+2 votes     reply to comment
shanewallis123 Feb 8 2015, 3:10pm says:

Hey, ive been thinking for homeworld remastered, since gearbox have suposedly removed alot of old modding restrictions is that all of the modders/mods for homeworld should make a 'multiverse' or 'super mod' which has all the factions/units from all/most mods

+1 vote     reply to comment
TonViper Creator
TonViper Mar 4 2015, 3:14pm replied:

We'll have to look into first, how much work is actually required to port the mod to Remastered. I haven't looked into the process yet.

+2 votes   reply to comment
TonViper Creator
TonViper Jan 30 2015, 1:54pm says:

Interesting development:

Our old forum for the mod is back online after 5 years gone:

Come enjoy a trip down memory lane.

+3 votes   reply to comment
Guest Jan 11 2015, 8:44am says:

Hi lou_kerr did you ever find a solution to the problem as i'm having the same one Thanks

+1 vote     reply to comment
Guest Sep 5 2014, 12:05am says:

I need help. I can't figure out how to build stations or anything else other than fighters. You keep saying I need the capture station control points but I have no idea what you are talking about. Can you post a guide or step by step instructions showing how we can build capital ships?

+1 vote     reply to comment
TonViper Creator
TonViper Jan 30 2015, 12:24pm replied:

It sounds like you are not playing the capture mode. If you start a game in the capture mode, there will be a number of capture points around the map. Fly one or more ships into the control zone of the point to capture it. Each point gives different rewards, with station points allowing you to summon cap ship reinforcements via jump point.

+1 vote   reply to comment
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Released Nov 22, 2013
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