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Old 5th Jan 04, 7:36 PM Forum Rules   # 1
Mikail
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HW Classic Mod Rebalance (Currently v1.52)

Download the mod here.
Additional maps for this mod can be found here.
Here's the readme from the archive:
Quote:
Originally Posted by readme
HW Classic Mod Rebalance (Currently v1.5)
----------------------------------------------------------------

INTRODUCTION
This mod aims to fix bugs and add missing features to Luke
Moloney's Homeworld Classic Mod. It is a seperate installation,
not an update or a patch.

The discussion thread discussing this mod is located here:
http://forums.relicnews.com/showthread.php?t=22972
The original thread discussing Luke's mod is located here:
http://forums.relicnews.com/showthread.php?t=22748

Quote (From Luke Moloney's Homeworld Classic Mod):
"Welcome to the Homeworld Classic Mod. This mod attempts to
implement the multiplayer features of Homeworld 1, AKA
Homeworld Classic, in Homeworld 2."

"The following features are implemented:
* Unlimited unit caps
* Carrier battle
* Win condition - capture enemy capital ship
* Resource injections
* Resource lump sum injection
* Bounties
* Research disabled
* Crates
* Hyperspace disabled"

INSTALLATION
1) Install the Homeworld 2 1.1 patch.
2) Extract the contents of this archive into your
"Homeworld2\Bin\Gamerules\" folder.

INSTRUCTIONS
See the discussion link for Luke Moloney's original version for
gameplay instructions.

SPECIAL NOTE REGARDING LEVELS:
When playing using the "Start With" option set to "HW1 Map
Default", make sure to select the same race as is specified for
your position within the level file. To see which race is
specified for your position, look in the bottom-right corner of
the level thumbnail. (R1 = Hiigaran; R2 = Vaygr.)

MODDING INSTRUCTIONS
The file "HWClassicRebalance_Config.lua" can be reconfigured to
make the gamerule work with other mods, thereby eliminating the
need to edit "homeworldclassic.lua", itself. Simply add or
remove items to or from the tables as needed. (The tables
themselves, however, must not be removed.) Note: when adding
new races, the races must be listed in the same order as they
are in "race.lua".


----------------------------------------------------------------


----------------------------------------------------------------


----------------------------------------------------------------

__________________
Download my HW2 mods, maps & tools. link

Last edited by Mikail : 30th Mar 08 at 8:11 PM.
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Old 5th Jan 04, 9:21 PM Forum Rules   # 2
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I don't believe Vaygr carrier guns were fixed in this mod, as the carrier only game allows for 3 build subsystems on the vaygr carrier, but doesn't have the right settings for the guns.
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Old 8th Jan 04, 5:31 PM   # 3
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Another point: Module slots. Vaygr only needs one module filled up to get their whole fleet. Higgy, on the other hand, need both a research module and an advanced research module. With only two module slots on carriers, This gives Vaygr an unfair advantage, as they can have a full array of frigates, as well as benefit from extra modules, as opposed to Higgy, who choose between the bulk of their frigates or the benefits of a module.

Best way to do it would be add a third module slot to each carrier. Vaygr still have an advantage, but not quite as large of one.

Another way would be to "combine" the research and advanced research modules for Higgy, but I think this would make Higgy too powerful...
 
Old 12th Jan 04, 7:14 AM Forum Rules   # 4
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See first post...

Last edited by Mikail : 17th Jan 04 at 11:42 PM.
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Old 12th Jan 04, 8:10 AM   # 5
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haven't tried the new version yet, but i had a problem with the earlier version. the resourcing was screwed up. resourcers would harvest an asteroid and then it would be quickly depleeted. the resourcer would then stop resourcing and stay there doing nothing even if a full asteroid was just a few paces away. you had to tell all the resourcers what to do every second. very anoying. then when i played under the normal HW2 rules, the asteroids would only hold a very small amount of RUs. i un-installed the thing. should i get the newer version? i'd like to play the HW2 maps with the new options, i just want to be able to resource though.
 
Old 12th Jan 04, 9:25 AM Forum Rules   # 6
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Resourcing works fine on the HW2 maps with this new version. I'm working on fixing the resourcing on the HW1 maps.

I'm not sure regarding the weird behavior you're describing. I've never noticed it.

Last edited by Mikail : 7th Feb 04 at 2:44 PM.
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Old 13th Jan 04, 12:29 PM   # 7
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will try the new version. i did enjoy it, and now that resourcing is fixed, it should be even better.

yeah, the feeling i had with the resourcers was that it was almost as if they were blind. or like they "forgot" they had work to do. there would be maybe 500 RUs in an asteroid. a few seconds later, you'd here the "there's nothing out here" line. strange thing was how this same behavior and asteroid resource level remained whn playing on the regular HW2 game rules.

anyway, i'm sure that's all moot. will try new one soon.
 
Old 14th Jan 04, 5:38 AM Forum Rules   # 8
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I noticed this in SP when I bought the game. It was because I hadn't scouted out the resource patch. The collectors didn't know it was there because it hadn't fallen within sensors range, yet.
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Old 14th Jan 04, 2:47 PM   # 9
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hmm... i don't know what the problem was, but whatever it was, it's gone now. i tried the new version. yum. me likes!

i did notice something however. i was playing the "carrier only" way. i was vaygr. now, building the shipyard requires the hyperspace module... but i almost filled the slot with something else. if i had... i wouldn't have been able to build the shipyard and therefore, no capital ships. very sneaky.
 
Old 14th Jan 04, 3:09 PM Forum Rules   # 10
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You can always retire your modules and get the RUs back though. Definitely an inconvenience though.
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Old 14th Jan 04, 5:32 PM   # 11
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Also, RCs wil not automatically go onto the next PATCH (note, the Resouce asteriods are in patches now, not idividual).

The RC only looks at its own little patch (this combines any near by ones, and any debris).

Its like this to stop your RCs going to the enimy base automatically to get some RU. And works well.

However, the old HW1 maps don't seem to use these patches, and so, when 1 asteroid is used, the RC is not linked onto the next.

(Also notice how you now have individual asteriod RU ammount, and group/patch RU amount.)


- Techy, a wealth of knowledge, Ben -
 
Old 14th Jan 04, 9:33 PM   # 12
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Cool.
*dls*
 
Old 16th Jan 04, 8:12 AM Forum Rules   # 13
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I uploaded version 1.1 FINAL (the mod is no longer in beta).

See the first post.

Last edited by Mikail : 18th Jan 04 at 1:12 AM.
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Old 16th Jan 04, 8:50 AM Forum Rules   # 14
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The ATI.lua is for the interface changes to support displaying bounties I believe.

Teamcolour.lua... not sure... perhaps it changes black type colours to pink as in HW? :-)
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Old 16th Jan 04, 11:45 AM Forum Rules   # 15
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Could someone give a list of exactly which module slots each race's carrier has? From what I understand, Hiig has an extra production slot AND an extra miscellaneous slot. Could the extra production slot be removed, but the extra miscellaneous slot be left in?
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Old 16th Jan 04, 11:49 AM Forum Rules   # 16
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Quote:
Originally posted by ÜberJumper
The ATI.lua is for the interface changes to support displaying bounties I believe.

Teamcolour.lua... not sure... perhaps it changes black type colours to pink as in HW? :-)


I was going to move them to the deathmatch directory (and remove the HomeworldClassic directory entirely), but I found this isn't really necessary. In addition, this might cause problems if someone were to extract the big file and run the mod via the -overrideBigFile switch (I recompile it after every change I make).

Last edited by Mikail : 17th Jan 04 at 2:45 PM.
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Old 17th Jan 04, 2:51 PM Forum Rules   # 17
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If anyone knows how to get the "Map Default" starting RU's option from deathmatch.lua into homeworldclass.lua, please post here. I looked at deathmatch.lua, and couldn't find anything in it that related to it. Homeworldclassic.lua, on the other hand, has lots of stuff in it, and is generally easier to figure out what's going on.

[edit] Nevermind, I figured it out.

Last edited by Mikail : 17th Jan 04 at 8:46 PM.
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Old 17th Jan 04, 11:38 PM Forum Rules   # 18
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Quote:
Originally posted by ÜberJumper
I don't believe Vaygr carrier guns were fixed in this mod...


Were they fixed somewhere else?
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Old 18th Jan 04, 2:18 PM Forum Rules   # 19
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I've updated the mod to v1.2. See the first post of this thread.

I don't forsee myself making any more changes in the near future, as things are starting to go a little bit over my head.

Anyway, this release is pretty solid. The other stuff listed in my first post is pretty peripheral and would take a good deal of time and effort.

Last edited by Mikail : 27th Jan 04 at 5:53 AM.
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Old 19th Jan 04, 9:41 AM   # 20
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Um hiig has 2 extra spots... since they can have fighter/vette/frig, but vaygr has to choose 1. Both have 2 miscellaneous spots. But Hiig has 3 production and Vaygr has 1.
 
Old 20th Jan 04, 5:17 AM Forum Rules   # 21
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Actually, B1FF edited the Vagyr carrier's ship file.

Quote:
Originally posted by Thousand
The Vaygr gain the option to have more than one production facility on their carrier.


I haven't looked closely at the ship file in HomeworldClassic.grm1 yet to confirm this, because I don't know enough to know what to look for.
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Old 20th Jan 04, 6:12 PM Forum Rules   # 22
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Version 1.21 has been uploaded. It fixes several problems introduced in v1.2.
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Old 20th Jan 04, 9:59 PM   # 23
nidhogg13
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erm...the file doesnt unzip(or whatever format it is) for me...using winrar...says its corrupted...
is it just me?
 
Old 21st Jan 04, 12:42 PM   # 24
Thousand
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Winzip gives a corrupted archive error as well. The readme extracts, but the grm1 will not.
 
Old 21st Jan 04, 1:09 PM   # 25
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Can this mod be dumped into an existing mod, as in, are the changes unique to the gametypes, or will it screw up carriers for EVERY mod?

Anyway for the module slots just make the research module cost more, take longer, but works like an Adv.
 
Old 21st Jan 04, 5:37 PM Forum Rules   # 26
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Quote:
Originally posted by Uranium - 235
Can this mod be dumped into an existing mod, as in, are the changes unique to the gametypes, or will it screw up carriers for EVERY mod?

Anyway for the module slots just make the research module cost more, take longer, but works like an Adv.


I'm working on making it work with other mods. But, ATM, it will screw up every carrier. Also, the starting fleet is determined within the mod.
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Old 21st Jan 04, 7:09 PM Forum Rules   # 27
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Quote:
Originally posted by nidhogg13
erm...the file doesnt unzip(or whatever format it is) for me...using winrar...says its corrupted...
is it just me?


Yeah, the file gets corrupted every time I try to upload it. It extracts fine on my hard drive, though. I'm looking into some alternatives.
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Old 21st Jan 04, 7:11 PM   # 28
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send it to me (firedragon3@mindspring.com) and ill upload it onto my clan forums until you find a better place....
if you want
 
Old 22nd Jan 04, 12:44 AM   # 29
Uranium - 235
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Quote:
Originally posted by Mikail


Yeah, the file gets corrupted every time I try to upload it. It extracts fine on my hard drive, though. I'm looking into some alternatives.


Try .rar format? Much better compression as well
 
Old 22nd Jan 04, 5:57 AM Forum Rules   # 30
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Yay it finally worked!

Download is fixed, now.
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Old 22nd Jan 04, 4:25 PM   # 31
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I have a question...I want to make resource injections for my mod, but I have run into a whole bunch of problems in my attempts. How was it done in the HW Classic mod? I would be happy to give credit in my mod if anyone can tell me how to do it...
 
Old 22nd Jan 04, 4:51 PM Forum Rules   # 32
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Quote:
Originally posted by Drache
I have a question...I want to make resource injections for my mod, but I have run into a whole bunch of problems in my attempts. How was it done in the HW Classic mod? I would be happy to give credit in my mod if anyone can tell me how to do it...


Extract the grm1 file and look for the resource injection functions in HomeworldClassic.lua.
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Old 22nd Jan 04, 7:45 PM   # 33
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Mikail, I am forever in your debt!

I extracted the grm1 file and reverse engineered the resource injections function without any problems! After days of frustration you have finally given me a solution, and a beautifully simple one at that! Thank you!
:sci:
This leaves me with only one question...how shall I give credit to those who have helped me with my project? Shall I just put it in the readme? I feel you guys deserve more, I'd like to add a credits screen or something to the game if I can, but for now I'll just start collecting a list of names to put in the readme.
 
Old 22nd Jan 04, 8:11 PM   # 34
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Cool...im assuming you dont need the original for this?
 
Old 22nd Jan 04, 9:09 PM Forum Rules   # 35
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Quote:
Originally posted by nidhogg13
Cool...im assuming you dont need the original for this?


You are correct.
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Old 22nd Jan 04, 9:10 PM Forum Rules   # 36
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Quote:
Originally posted by Drache
Mikail, I am forever in your debt!

I extracted the grm1 file and reverse engineered the resource injections function without any problems! After days of frustration you have finally given me a solution, and a beautifully simple one at that! Thank you!
:sci:
This leaves me with only one question...how shall I give credit to those who have helped me with my project? Shall I just put it in the readme? I feel you guys deserve more, I'd like to add a credits screen or something to the game if I can, but for now I'll just start collecting a list of names to put in the readme.


Well, so far, Luke Moloney is the only person who's worked on the resource functions. His name should fit nicely within a readme .

Last edited by Mikail : 23rd Jan 04 at 12:17 AM.
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Old 22nd Jan 04, 9:55 PM Forum Rules   # 37
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Here are the differences between the default Vagyr carrier and the one included with Homeworld Classic:

Default HW2:
Code:
StartShipHardPointConfig(NewShipType, "Production 1", "HardPoint_Production1", "System", "Production", "Destroyable", "", "Vgr_C_Production_Fighter", "Vgr_C_Production_Corvette", "Vgr_C_Production_Frigate", "", "", "", "", "");


Homeworld Classic:
Code:
StartShipHardPointConfig(NewShipType, "Production 1", "HardPoint_Production1", "System", "Production", "Destroyable", "", "Vgr_C_Production_Frigate", "", "", "", "", "", "", ""); StartShipHardPointConfig(NewShipType, "Production 2", "HardPoint_Production2", "System", "Production", "Destroyable", "", "Vgr_C_Production_Fighter", "", "", "", "", "", "", ""); StartShipHardPointConfig(NewShipType, "Production 3", "HardPoint_Production3", "System", "Production", "Destroyable", "", "Vgr_C_Production_Corvette", "", "", "", "", "", "", "");


This means that both carriers now have 3 production slots, 2 module slots, and 1 sensors slot.

Last edited by Mikail : 27th Jan 04 at 5:51 AM.
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Old 22nd Jan 04, 10:46 PM Forum Rules   # 38
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I don't understand the probabilities of a crate spawning a particular item.
For instance, the platform class has a probability of 0.8, while the Vagyr gun platform, missle platform, and hyperspace gate have probabilities of 0.4, 0.8, and 1.0.

How do these numbers add up?
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Old 22nd Jan 04, 10:55 PM   # 39
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There is also a resource injections script from Thought, which I've modified a bit for my purposes, too.

About giving credit, see this thread: http://forums.relicnews.com/showthr...&threadid=23624
 
Old 25th Jan 04, 12:44 PM   # 40
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Quote:
Originally posted by Mikail
I don't understand the probabilities of a crate spawning a particular item.
For instance, the platform class has a probability of 0.8, while the Vagyr gun platform, missle platform, and hyperspace gate have probabilities of 0.4, 0.8, and 1.0.

How do these numbers add up?


Basically, it's done that way so that the gun and missile platforms have basically the same probabiliy of being selected, and the hyperspace gate has a slightly lower probability, but only one can at be "hit" at a time. If it was done as say, 40% 40% 20% probability respectively, it's possible that all three could appear in one "pass". While code can be done to prevent this. it's just as easy for it all to be done with one function. In this scenario, assume that the crate 'activates' the platform class.

A random decimal number is then generated between 0 and 1. For values between 0 and .4, it activates the gun platform. For values between .4 and .8, it activates the missile platform. For values between .8 and 1, it activates the hyperspace gate, the end result being a 40% chance to get a gun plat, a 40% chance to get a missile plat, and a 20% chance to get a hyperspace gate.

Does that make more sense?
 
Old 25th Jan 04, 1:31 PM Forum Rules   # 41
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Yes, thanks!
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Old 27th Jan 04, 5:41 AM Forum Rules   # 42
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Quote:
Originally posted by ÜberJumper
I don't believe Vaygr carrier guns were fixed in this mod, as the carrier only game allows for 3 build subsystems on the vaygr carrier, but doesn't have the right settings for the guns.


What is wrong with the guns?
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Old 28th Jan 04, 7:11 AM   # 43
omiwan
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Thank YOU Mikail
 
Old 28th Jan 04, 10:15 PM   # 44
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Can I redistribute the Vaygr Carrier .hod? I'm thinking of adding a module slot on the nose, for a gun... maybe some gun hardpoints too... And this would be better to base on a .hod that is already extended, so we can redistribute a ship to the community that is easy to extend for various purposes.
 
Old 29th Jan 04, 5:04 AM Forum Rules   # 45
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Quote:
Originally posted by varis
Can I redistribute the Vaygr Carrier .hod? I'm thinking of adding a module slot on the nose, for a gun... maybe some gun hardpoints too... And this would be better to base on a .hod that is already extended, so we can redistribute a ship to the community that is easy to extend for various purposes.


It's not my HOD file, but I think it would be ok. Just remember to give Relic and B1FF credit.
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Old 2nd Feb 04, 10:32 PM Forum Rules   # 46
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I've released v1.3 of Homeworld Classic Rebalance.

HW Classic is now modder-friendly. You only have to make adjustments to "ModCheckList.lua", "build.lua", and "shipicons.lua" (and maybe "races.lua") in order to get Homeworld Classic to work with your mods.
Make sure you mimic the table structure exactly, in "ModCheckList.lua", when adding new races. Also, make sure the races are in the correct order.

Last edited by Mikail : 20th Feb 04 at 1:55 PM.
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Old 20th Feb 04, 11:08 AM   # 47
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BUMP!

this thread should be in "completed mods" section, no?
 
Old 23rd Feb 04, 6:38 PM Forum Rules   # 48
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Try PMing the moderator.
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Old 29th Mar 04, 2:02 AM   # 49
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Any chance of seeing a version that is compatible with seige mod?

Edit: the regular Classic mod works ok but yours doesnt seem to.

It would also be great if you could fix the unit caps to include stations and cruisers.
 
Old 29th Mar 04, 2:22 AM Forum Rules   # 50
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Quote:
Originally Posted by crabcakes66
Any chance of seeing a version that is compatible with seige mod?

PM the author of the mod in question. I've made it so that HW Classic is pretty easy to configure to work with any mod.
Quote:
Originally Posted by crabcakes66
Edit: the regular Classic mod works ok but yours doesnt seem to.

This is probably due to the fact that the tweaked Vaygr carrier was never implemented in the original release.

Last edited by Mikail : 29th Mar 04 at 2:37 AM.
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