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 5 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 26 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  (370 - 380 of 445)
B()nes Jun 8 2009, 6:18pm says:

Jusssst wondering. Is it ever going to get more tactical? I like the idea of fast combat but its kinda irritating when your throwing hundreds oh ships at a minbari base because they can pull in ships faster then you can blow them up. I had to hyperspace in with entire fleets and target his Cotton Ships to win.

+1 vote     reply to comment
TonViper Creator
TonViper Jun 9 2009, 3:28am replied:

That's because we're still working on the individual ships. We want to be able to get to the ships we want to test quickly. Once we have all the weapons on the ships properly set up, we can start balancing the sides with proper build times and costs. That will also allow us to tweak the maps to see if we need to adjust the income rates you get, capturing points.

+1 vote   reply to comment
B()nes Jun 10 2009, 3:43pm replied:

Ah. Alright xD That makes sense. Sorry, i probably could have read that somewhere.

+1 vote     reply to comment
fiof7 Jun 4 2009, 10:18am says:

Video SUPER!!!
When? When? When?

+1 vote     reply to comment
TonViper Creator
TonViper Jun 7 2009, 2:30pm replied:

When, what?

If you mean the beta, then just go here:

The beta has been out for quite a while on SVN.

+1 vote   reply to comment
Lordkeroth Jun 3 2009, 9:56pm says:

thank you it worked great. :)

+1 vote     reply to comment
Nathanius Jun 1 2009, 11:31pm says:

I asked this under the new video too but are there all those new ships like the Shadows and whatnot in the SVN now? And the maps with Earth and Mars and Jupiter? How's the AI coming along?

+2 votes     reply to comment
CnlPepper Creator
CnlPepper Jun 2 2009, 6:35am replied:

They have been on the SVN for ages. I take it you have not noticed that you can change the game type in the multiplayer/skirmish setup screen. Click where it currently says "Deathmatch" and you'll be able to select the area capture game type. That is where the real fun is. Oddly wou are not the only person to have not noticed this, I think we need to write an FAQ or article about it.

+2 votes   reply to comment
B()nes Jun 2 2009, 5:03pm replied:

You could always attach it to a video. Just record the making of a match and then the battles in it.

+2 votes     reply to comment
Nathanius Jun 3 2009, 5:20am replied:

I hate it when I miss something blindingly obvious...

But it wouldn't be blindingly obvious if it didn't blind you by being so obvious... 8-)

+2 votes     reply to comment
B()nes Jun 1 2009, 4:55pm says:

The new video is a definite improvement. I'm glad to see that lot's of work has been going on behind the scenes ;)

+1 vote     reply to comment
CnlPepper Creator
CnlPepper Jun 1 2009, 5:54pm replied:

We've been quietly busy. :)

hmm the sound quality on that video is a bit poor. TONV any idea why?

+1 vote   reply to comment
TonViper Creator
TonViper Jun 1 2009, 6:08pm replied:

Seems to be a problem with the conversion process during the upload. Doesn't appear that there are any settings I could change when uploading the video, so maybe there's something about the sound codec Moddb can't handle properly.

Guess the only thing we could do is contact them and ask about it.

+1 vote   reply to comment
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Released Nov 22, 2013
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