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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Centauri Base Jumpgate WIP Balvarian Carrier
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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 6 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 25 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  (340 - 350 of 440)
B()nes Jul 31 2009, 1:40am says:

Hey, will you guys be including the Victory Class cruiser?

+1 vote     reply to comment
TonViper Creator
TonViper Aug 2 2009, 11:38am replied:

Possibly at one point, but it doesn't fit either of the factions we're working on now, so it would have to be later on when we get around to adding more factions.

+1 vote   reply to comment
tommyf1000 Jul 22 2009, 1:43pm says:

please say the final thing won't be availiable by svn alone. it looks sooo amazing!!!!!!!!!

+1 vote     reply to comment
CnlPepper Creator
CnlPepper Jul 23 2009, 2:30pm replied:

The SVN version is our development version. Once we get the EA and Minbari races completed (models and balancing) we'll release version 1 as a self installing file and/or a Homeworld2 .BIG file.

+1 vote   reply to comment
TonViper Creator
TonViper Jul 26 2009, 9:13am replied:

That's true, and I can also add that if we do a self-installing version, it won't be the only way to get the mod. I've always found it limiting to have the mod dictate how it installs itself, so at the very least a big version will also be available at that time.

+1 vote   reply to comment
B()nes Jul 31 2009, 1:35am replied:

Sounds greeeeat! I remember complaining about the SVN thing at first too. Way back though.

For some reason GRBackPro Service doesnt like this mods files and wont copy them for a ghost each night. Its quite frustrating ; /

+1 vote     reply to comment
TheVidmaster Jul 19 2009, 12:38pm says:

Vidmaster is proud to see that this B5 mod is still alive and even better, alive and kicking :-)

+1 vote     reply to comment
Lordkeroth Jul 16 2009, 3:44pm says:

hey I am trying to add a new race to the warlords mod and I can't figure out how to make it work it keeps crashing. can anyone help me please?

+1 vote     reply to comment
TonViper Creator
TonViper Jul 16 2009, 3:55pm replied:

I think you're posting this in the wrong place. Try asking for help on the relicnews forum, found here:

+1 vote   reply to comment
Nathanius Jun 30 2009, 10:54pm says:

Are you guys going to be able to have a Shader 2.0 and a normal old fashioned shader version like the Battlestar mod does?

My old computer crashes just after it finishes loading this mod but it runs brilliantly on my new(ish) laptop... Can't try to have a multiplayer game until that's solved :-(

+1 vote     reply to comment
CnlPepper Creator
CnlPepper Jul 1 2009, 7:36am replied:

Eventually I'll make a cut down set of shaders, but I'm leaving that until I've finished developing the advanced shaders. We will then offer two versions.

For now, if you delete the shader folder in the data directory the game will revert to using the original HW2 shaders. You should be able to play the game on your older machine then. It won't look quite as pretty and some things might look a bit odd.

+2 votes   reply to comment
Nathanius Jul 2 2009, 3:34am replied:

Thank you!

Another thing is if I have the shaderless version on one machine and the shiny shiny shader-ed version on another will they be able to play together in multiplayer?

I'll be experimenting myself of course but I thought i'd still ask ^_^

+1 vote     reply to comment
TonViper Creator
TonViper Jul 2 2009, 5:32am replied:

IIRC, the -forceLAN command line switch, as seen on this page: should force the two computers to connect, even if it would lead to synchronization problems, which it shouldn't in itself do, since the change is purely cosmetic.

+2 votes   reply to comment
Nathanius Jul 4 2009, 4:10am replied:

Once more, thank you!

Deleting the shaders file worked and it didn't connect in multiplayer, i'll try the forceLAN command line next. Keep up the great work guys! In the mod and in the community :)

+1 vote     reply to comment
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Released Nov 22, 2013
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