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  (300 - 310 of 450)
Gregord
Gregord Jan 24 2010, 9:04pm says:

oh and i forgot to add.. don't go too hog wild on the ships. Would be a shame for this to turn into another Warlords mod... >really 3-5 fighter designs are enough.<

+1 vote     reply to comment
Gregord
Gregord Jan 24 2010, 8:54pm says:

It's a great mod! I can't wait to see the Whitestars getting their trademark texture.. my only problem is i keep losing my battle crabs, Omega-X and spitfires in the nearly all black backgrounds lol...

I've noticed a few problems too
1.The Hyperspace map cause me horrible lag on my older pc
2.The sensor ranges are WAY to large on some ships
3.sometimes when a shuttle launches from B5 it goes straight through the side. Perhaps they should spawn closer to the hangar doors.
4.When building Whitestars with Babylon 5 they don't jump in near the station

Also a bit of a spoiled request, If at all possible you should put in the distinctive hyperspace gate on the epsilon map. it's not B5 unless there's gate traffic. Would be a way to solve that Whitestar problem

+1 vote     reply to comment
TonViper Creator
TonViper Jan 28 2010, 4:38am replied:

The thing with the black Shadow ships disappearing against the background is entirely in line with the show. You can always enable the command overlays. That'll mark every ship, even if you can't see it.

As for your questions:

1.The hyperspace map is made by covering an entire map in nebulas. This, unfortunately has the effect of causing slowdowns on older machines. It's mostly a proof of concept map for now, so we may change the way hyperspace is represented later on.
2.If you're referring to the shuttle and Lintira, this is intentional, and purely for testing purposes. They are intended as scout ships in the mod, but they will be toned down severely once we get to the balancing stage.
3. Babylon 5 isn't complete yet. It's more or less the docking path from the Orion station borrowed directly. It will be moved when CnlPepper starts work on the station.
4.They will when we're done.

+1 vote   reply to comment
Just~a~Guy
Just~a~Guy Jan 24 2010, 2:25pm says:

i have a question ... why aren't they balanced i mean the races ^_^ ,,, if i play vagyr or higarian i get my *** kicked by minbari and earth forces on expert :)) ...

+1 vote     reply to comment
CnlPepper Creator
CnlPepper Jan 24 2010, 7:28pm replied:

The vagyr and higaran races will be removed from the final mod so we are not balancing the B5 ships against them.

+1 vote   reply to comment
Gregord
Gregord Jan 24 2010, 11:33pm replied:

are you sure you want to do that completely? I mean I'd love to see the Vorlons Obliterate that Pesky Sa'juk and Dreadnaught.... also to the balancing thing.. it's not insanely hard to to use two Higaran Battle Cruisers to kill a battlecrab..... of course when i tried this i outfited every one with a cloak generator.

Nyway if you do remove them could you put a patch here that'll put them back in for those of us who want to see that?

+1 vote     reply to comment
TonViper Creator
TonViper Jan 28 2010, 4:28am replied:

That depends. As far as we can tell, there is a limit to 6 possible races in the game. If we ever get to the point where we use more than 4 races for the mod, the original races will have to go. Until then, a version with the original races enabled is definitely possible. Just don't expect us to balance the new sides against them.

+1 vote   reply to comment
Pugachev
Pugachev Jan 19 2010, 12:43pm says:

Update via SVN convenient. Now version 834. At the moment fashion weighs 821 megabytes ... Last updated couple of months ago ... Good mod, but very very slow moving ...

+1 vote     reply to comment
CnlPepper Creator
CnlPepper Jan 20 2010, 5:02pm replied:

Yes, sorry about that. I'm currently renovating my new house which is taking a lot of my spare time. Hopefully things will pick up again in a month or so. I've got so much planned for the mod! :)

+1 vote   reply to comment
GERMANIA
GERMANIA Jan 19 2010, 12:16pm says:

sry i´m new here and i want to download this mod but when i click on the icon "downloads" der is nothink to download so pls help me

+1 vote     reply to comment
TonViper Creator
TonViper Jan 20 2010, 11:06am replied:

go here: Tgu.org.uk and follow the instructions to download the mod via SVN. This approach ensures that you always get the latest version of the mod to play around with as we develop it.

+1 vote   reply to comment
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Released Nov 22, 2013
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