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 4 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  (50 - 60 of 440)
RuDamP
RuDamP Sep 5 2013, 11:44am says:

Guys, how's work on the modification? Something you do not hear the updates. Abandoned modification?

+1 vote     reply to comment
TonViper
TonViper Sep 5 2013, 8:26pm replied:

I wouldn't say abandoned, but as this modification is made by only a few people on a voluntary basis, motivation and inspiration can come and go sporadically, leading to sometimes long periods of inactivity.

I myself haven't really kept up with the mod lately, but as you can see, I still take a look back from time to time.

As for the others, I haven't heard from them since July. Guess I have to be patient as well as you.

+1 vote     reply to comment
scorpio23
scorpio23 Aug 15 2013, 4:36am says:

You guys alive and well ?

+1 vote     reply to comment
krishnabear
krishnabear Jun 2 2013, 8:39am says:

Any chance you folks could upload the current (unfinished)version of your mod onto MODDB? I've followed your directions with the Tortoise program but it just stopped downloading halfway through and now can't be re-started. :-(
Your mod looks really great and I would love to have a look and give some feedback

+1 vote     reply to comment
Zeelich
Zeelich Jun 3 2013, 12:56am replied:

Definatly. The mod is finally in a stable partly balanced state. I've been meaning to create a v1.0 download, hopefully with an installer and launcher so it's easier to install and play. The only thing stopping me is a lack of time. :)

+2 votes     reply to comment
Babylon_6
Babylon_6 May 18 2013, 6:34am says:

Work on the modification of the GOES?? What are doing now?

+1 vote     reply to comment
Zeelich
Zeelich May 21 2013, 8:44am replied:

Work in still going on. Just slowly. Been busy with work and playing Defiance. :)

+1 vote     reply to comment
Babylon_6
Babylon_6 May 25 2013, 6:33am replied:

copy this configuration to replace the initial Earth00.LUA. I just replaced EAR_kottontender on EAR_OrionStation. Similarly, make and minbari00.lua. Testing mode just adds to the start of more ships and more resources.

PersistantData =
{
StrikeGroups = {},

Squadrons =
{

{
type = "EAR_OrionStation",
subsystems = {},
shiphold = {},
name = "",
size = 1,
number = 1,
},

{
type = "EAR_Omega",
subsystems = {},
shiphold = {},
name = "",
size = 1,
number = 3,
},
},

+2 votes     reply to comment
exarion
exarion May 25 2013, 9:23am replied:

Thank you very much! It worked

+1 vote     reply to comment
Babylon_6
Babylon_6 May 25 2013, 11:37am replied:

Happy to help. So you can create at the start of any fleet. Instead, you can put EAR_OrionStayshion Babylon 5)))))

+1 vote     reply to comment
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Released Nov 22, 2013
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