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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Blog RSS Feed Post news Report abuse Latest News: Babylon 5: War Without End on Steam!

0 comments by Zeelich on Sep 1st, 2015

Hey guys and gals!

You asked for it, now it's there! Babylon 5: War Without End is now up on Steam

Steamcommunity.com

This release is missing a lot of the stuff from the last one since I'm in the process of fixing the AI and polishing up the weapons, however, Earth Force is there and the AI and research are working correctly! The AI will actually do stuff!

I had originally intended to wait until I had everything back in and working but rebuilding EA took WAY longer than I expected, so I'm putting the mod in its current form up for you to download now in order to get some feedback.

Enjoy!

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War Without End Version 1.1

War Without End Version 1.1

Apr 5, 2014 Full Version 8 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  (310 - 320 of 465)
Transonic_kajl
Transonic_kajl Feb 7 2010 says:

Hey guys, love the look of the work you've been doing and cant wait to test it out. Im having problems accessing your site though, I've tried all the links you've posted on moddb and it just keeps telling me they're broken. Any advice on what to do?

+1 vote     reply to comment
TonViper Creator
TonViper Feb 8 2010 replied:

Yeah, sadly the site is down at the moment. The download server isn't down, so if you have it set up to download already, then you can still get the mod, but the page that has the download instructions is down.

I'd post them here if I could remember them.

+1 vote   reply to comment
CnlPepper Creator
CnlPepper Feb 8 2010 replied:

I've changed the SVN instructions link (in the summary section at the top of the page) to point to a backup copy of the instructions. If you have any trouble, post here and we'll see what we can do to help.

+1 vote   reply to comment
EAFSAgamemnon
EAFSAgamemnon Feb 12 2010 replied:

i got the files but i cant figer out the path can u give me the path please

+1 vote     reply to comment
Gregord
Gregord Jan 25 2010 says:

... alright know I've posted a lot here already but I need to correct myself, while last night i was somehow able to confuse B5 for my Menbari station, that was mostly due to the fact that you've yet to add in the icons to represent the ships.. so my bad.. however.. a real problem i had was trying to dock fighters with B5 and the omega cruisers when built by b5 just apear

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

That's because Babylon 5 has been put ingame as quickly as possible, since it's taken us so long to get to it already. This means that it only has rudimentary functionality as a build platform for now.

Once CnlPepper finds the time to do so, expect all these problems to be taken care of.

+1 vote   reply to comment
Gregord
Gregord Jan 24 2010 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 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 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 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 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 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 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
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Released Nov 22, 2013
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