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  (430 - 440 of 460)
generalgrivus Sep 19 2008, 6:25pm says:

i dont understand the "command line thing" and the "-override big file" in the instructions how does that work? cause i cant play this mod can someone help me?

+1 vote     reply to comment
Bubb9 Sep 19 2008, 7:29pm replied:

Right click properties on the shortcut. It will all make sense then.

P.S. Moddb btw is an extremely bad place to ask for help. Not because of anyone biting your head off, but because quite often developers don't check comments. So I suggest you ask any future questions on their site.

+1 vote     reply to comment
generalgrivus Sep 21 2008, 10:14pm replied:

ok i keep it in mind thanks

+1 vote     reply to comment
TonViper Creator
TonViper Sep 20 2008, 11:52am replied:

I do check comments here, but with the low frequency of them, it may be a few days between when I do.

+1 vote   reply to comment
Bubb9 Sep 22 2008, 11:49am replied:

Key 2 words "quite often".

+1 vote     reply to comment
TonViper Creator
TonViper Sep 22 2008, 4:29pm replied:

True. You should evaluate the situation on a per mod basis

+1 vote   reply to comment
Bubb9 Sep 26 2008, 11:11pm replied:

Sorry I won't. You are making a good looking mod, but it still doesn't change the fact that quite often moddb is not a good place to go to for mod tech support.

+1 vote     reply to comment
Vore Sep 18 2008, 11:42am says:

wow is all i can say for the looks, i am hoping you guys when done with this you can make a Star Trek Mod based on these setting and mod tweakings. complelty awsome.

+1 vote     reply to comment
Koshy Sep 15 2008, 3:48pm says:

You know now that I will have to reinstall HW2 yes?

+1 vote     reply to comment
56er Sep 12 2008, 2:07am says:

the Models and skins are fantastic

+2 votes     reply to comment
Kirsah Sep 14 2008, 6:27am replied:

I agree, superb work. The only thing that I could possibly complain about though, would be the cap' ship explosions. They just seem a little 'under-powered' and over too quickly to me. Sorry :(

+1 vote     reply to comment
CnlPepper Creator
CnlPepper Sep 14 2008, 11:04am replied:

The current explosions are just placeholders at the moment, they are just cut down versions of the original Homeworld 2 explosions. We'll make custom hit, damage and explosion effects once the main sections of the game are more complete.

+1 vote   reply to comment
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Released Nov 22, 2013
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