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Dilly Tools

Printed From: Illyriad
Category: Miscellaneous
Forum Name: Fansites
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Printed Date: 04 Aug 2020 at 10:12
Software Version: Web Wiz Forums 12.03 -

Topic: Dilly Tools
Posted By: Digioso
Subject: Dilly Tools
Date Posted: 15 Feb 2015 at 09:45
Hi all,

I am currently working on a couple of tools that provide more data, especially on towns, alliances and distances to other towns. I also added a distance calculator that tells you how far it is from a to b.
The first version of the (Digioso Illy Tools - or in short Dilly Tools) tools can be accesses here:" rel="nofollow -

I am working on a settlement finder right now. The general idea is that you fill out requirements and the tool tries to find suitable settlement spots according to your requirements.
I have a working version so far but it still needs a lot of work especially since I cannot put this on my website. The time it needs for the calculations is too long and runs into timeouts on the web.

A big thank you to everyone in T? who were the first to test the tools and to provide input and what could be done better. Especially Grug, Kodabear, Flatfisher and King George.
And a big thank you to Artahm who gave me good input as well for the settlement finder I am currently working on.

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Posted By: DDL
Date Posted: 15 Feb 2015 at 10:12

Posted By: Badger7
Date Posted: 15 Feb 2015 at 12:17
great work,Thumbs Up well done.

I love everyone! I love to be around some people, I love to stay away from others, and some I'd just love to punch right in the face!

Posted By: Digioso
Date Posted: 15 Feb 2015 at 17:24
Thank you. :)

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Posted By: Rill
Date Posted: 15 Feb 2015 at 19:52
thanks for working on this -- I know people have been clamoring for it!

Posted By: Digioso
Date Posted: 23 Feb 2015 at 10:16
Features so far:
- Show all tows of an alliance
- Show towns near coordinate
- Show inactive players and towns
- Show towns of a specific player and display nearby towns of all or specific alliances
- Distance Calculator between two coordinates

And I have the settlement spot finder ready as well. But not in a form that I can release it to the public.
It takes a LONG time to scan everything and eats CPU power and RAM like nothing. I'm having a scan running since Friday which is not finished yet with the whole map. But scanning single regions works quite well.
And I want to introduce a lot more variables to scan for (EG +% Spear bonusses and stuff like that).
And I was encouraged to hold back with that tool... Settlement spots are a valuable asset. I haven't decided on this yet. Making it public at least involves more work because I have to introduce a user friendly way to configure the search parameters. Right now this is done by directly changing the parameters in the script.

What does it look for?
It looks for a high ressource spot (more than 13 food or so) and a nearby settlement spot (eg 7 food directly next to the high res spot). These can be changed. EG if you want a high res spot with at least 15 clay and a settlement spot with 7 wood and 5 food it can look for that too. And then it looks for nearby towns of other players. If the towns are too near (EG below 10 squares distance) the location gets kicked out.

What it can do so far:

- Scan the whole world map
- Scan between two coordinates
- Scan single or multiple regions/countries (such as Ursur or Tor Carrock for example)

Following variables can be set:
- Resource on the high res spot between <min> and <max> (EG 13-25) - Default: 13-25
- Define which resource you're looking for on the high res spot. EG food or clay or whatever - Default: food
- Define the distance between the settlement spot and the high res spot (1, 2, 3, ... squares) - Default 1 square
- Define what resources you'd like to have on the settlement spot (EG 7 food, 5 wood and you don't care about the others) - Default: 7 food and you don't care about the others
- Number of resource plots on the settlement spot - Default: 25
- On what kind of Terrain your city should be. Terrain means Plains, Small Mountain, Large Hill, ... - Default: You don't care.
- Minimum distance to other cities (Default: 10 Squares)
- Show distance to nearby cities. The scan radius can be set. - Default x/y +/- 20 around the settlement spot

Future plans:
- Your city should not be directly next to a forest, a mountain, ...
- Your city should be surrounded by plains or a mountain, or ...
- Additional search parameters to look for specific resources around the city for Sov.
EG: The sqaures directly around your city should have at least 30 food.
And the search can be enlarged to include squares in a further radius (radius of 2 around the city or more)
- Additional search parameters to include bonusses like +1% Spears production per hour. Same radius thing as above. EG you want to have at least +5% Spears production directly around your city or +10% in radius 2.
Both combined: EG 30 food and 5% Spears production.

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Posted By: Albatross
Date Posted: 23 Feb 2015 at 12:26
If I have time soon, I'll donate a few bits.

I have a SQL-based settlement/terrain finder that also scans sovereignty and nearby player occupation, which takes about a minute on a laptop (" rel="nofollow - result here ). The speed-up is mostly a matter of indexing correctly, and structuring the queries to exploit that. It has benefits for any other limited-distance queries you might like to run on the map data.

There might also be" rel="nofollow - bits from here  (or its back-end, which I've effectively discontinued) that you might want -- let me know, and I'll see what I can extract.

Note that I've very little free time, so probably can't help much with implementation, other than general guidance.


Posted By: Digioso
Date Posted: 23 Feb 2015 at 13:38
Oh, that would be great!
I'm not using a database as all for the settlement script.
My own websapce is unfortunately very limited when it comes to the size of the databases (and number of queries per hour). So I am not able to load the mapdata into my databases. :(
I have the alliance data on my webspace and I'm using this for the webtools, though.

The settlement spot finder downloads the towndata and mapdata to your computer and does the whole calculation there.
Unfortunately I cannot load the whole mapdata into a hash because even with my 8GB of memory I run out of memory. That's why I split it up into checking region by region.

Well, I ordered an ODROID U3 Mini-Computer. Maybe I can use this as an database server.

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Posted By: Albatross
Date Posted: 23 Feb 2015 at 13:46
If you can use a strictly-typed language (where memory usage tends to be very efficient and old-school), then you might be able to code an efficient look-up, without using sparse hashing techniques. The most space-efficient method is to store it in a static array of typed structures. So, for example, most of the stats could be encoded in 2000 x 3600 x (a small number of) bytes (I forget the exact numbers), which goes nowhere near gigabytes.


Posted By: IbnSenna
Date Posted: 23 Feb 2015 at 14:14
python hashable structures shouldn't amount to huge number of bytes, either…

Posted By: Digioso
Date Posted: 23 Feb 2015 at 15:17
I'm using Perl. There are no structures (struct) like you have in C in Perl.
You can use either arrays or hashes, whereas hashes are basically just arrays with named elements.

But I might have other options like using file databases. There's a Berkeley DB implementation for Perl. I'd use the MySQL database on my webspace if I didn't have these restrictions there. :(

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Posted By: Albatross
Date Posted: 23 Feb 2015 at 15:50
And I think you've hit upon the critical part of success of failure in these ventures. To do a decent implementation, you need a decent hosting environment, offering a proper database, server-side storage, processing and user management, BUT it costs money to run, and it's a very difficult ask for someone to give up their spare time and cash for free.


Posted By: Digioso
Date Posted: 23 Feb 2015 at 17:52
Well, it's not that my webspace is free or anything. I have to pay for it of course. Sure, I've got some ads there but frankly speaking they pay for like 0,01% of the costs. :P
So yes, I don't have a dedicated server with lots of power there. It's shared webspace, nothing more, nothing less. I'm using it as my private website, providing stuff that's free to use by anybody. It's not for a company or to make money. Of course it would be nice to earn enough money to make a living from that, but I'm pretty sure I won't be a second Google anytime soon.
So yes, I'm giving my spare time and cash for free here. You offered that you might be able help. I said that would be great. I didn't explictly ask for help in the first place. :)

Well, anyway, back to topic I'd say. :)
I think I found a pretty neat solution for the runtime memory consumption by pre-filtering the data I process. Let's see how that works out. Most likely it's not fast enough for a web application but, well, let's see.

The time to scan a region is now down to a couple of minutes. Before it took between 30min and 1h. :)

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Posted By: Digioso
Date Posted: 24 Feb 2015 at 21:33
Here's an example for Tamarin on how the output of the tool looks right now." rel="nofollow -

The search was using my default parameters as described above.
Basically: High food spot (at least 13 food), 7 food & 25 resource plots on the settlement directly next to it, no other cities in 10 squares distance.
So far there are no excludes (EG no hill/mountain next to city spot) and as described above only resources are taken into account, no other bonusses.

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Posted By: Digioso
Date Posted: 08 Mar 2015 at 06:54
I managed to add all Sov bonusses (resources and stuff like +x% Beer production).
So far it's not possible to specify the latter as a search criteria (EG: The new spot should have +6% Beer production in the first ring around the city) but I'm working on that.

On the topic on displaying Sov bonusses (resources and the other production bonusses):
What would you prefer?
a) It displays the specific bonusses per ring around your city (like in" rel="nofollow - )
b) It sums up the total bonusses. EG Ring 2 = All bonusses from Ring 1 + All Bonusses from Ring 2 (like in" rel="nofollow - )

My Odroid has not arrived yet unfortunately... But I hope it'll be here soon. Then I can open this to the public.

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Posted By: RoundRobin
Date Posted: 08 Mar 2015 at 16:11

I just wanted to tell you that Infamy[FAM] already has such a tool. You can search for spots on the map for basic res and surrounding sov bonuses. So if you want to find a spot with 48 spear production(yes, such a square exists), you only put in 7 food and 48 spear. You can search on any combination you want for all known sovs and resources.

We've kept it as an internal tool, but we're discussing right now if we should make at least the sov search public as we will have no advantage as other people also make such tools.

Best regards,

Posted By: Digioso
Date Posted: 08 Mar 2015 at 17:25
Oh, I didn't know that. Won't keep me from working on my tool I guess, though. I like to finish things I started. :)

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Posted By: RoundRobin
Date Posted: 08 Mar 2015 at 18:03
He he, I know. No one knew, we kept it a secret.

And I'm the same as you, I would have finished the job you are doing. It's a nice challenge to be able to search sov in around 8.6 million squares without it taking to much power.

I saw you were using perl, so did I. The database holding the data is postgres.

Posted By: Digioso
Date Posted: 09 Mar 2015 at 09:00
I'm using the approach to search for high resource spots with nearby spots with 7food (or rather: an amount of resources you can configure) to narrow down the total number of fields I've got to search.

And yep, I'm using Perl as well. My database will be MySQL. I've got most experience with MySQL and Oracle databases but Oracle is a bit too expensive. :)

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Posted By: IbnSenna
Date Posted: 09 Mar 2015 at 11:36
have you considered building vectors from 48 adjacent squares features for each square when loading the latest map, then feeding it into any sql db?

Posted By: Digioso
Date Posted: 09 Mar 2015 at 16:33
Hm, nope I didn't consider that. Thanks a lot for the suggestion. :)
I'm not sure whether this would work for me or not, though. I would have to predefine on what I want to base those vectors around. It'll be 7food spots most likely but if someone is looking for something different for whatever reason I won't find it. Or I'd have to build vectors for all 7-resource spots which on the other hand would most likely result into having more database entries than I would have with simply loading the whole map into the database.

My current approach is very open and you can define all variables.
So far it takes only a couple of minutes to perform a search for a whole region. As soon as I get my Odroid (and install a database on it) it should be a lot faster.
Then I know for sure how fast my approach is. If it doesn't match my expectations I'll look for another solution. :)

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Posted By: Digioso
Date Posted: 12 Mar 2015 at 20:55
Short update: I've got the webinterface where you configure your search requests up and running.
Since my Odroid still hasn't arrived I'm looking for alternatives so that I can actually fullfill requests.
One alternative would be a Mini-PC based on the Asrock Q1900 mainboard and an interimn solution is to use one of my laptops.
I'm going for the latter probably for now.

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Posted By: Digioso
Date Posted: 20 Mar 2015 at 12:55
Since someone was sending thieves to me I stopped working on the Settlement Spot Finder for a bit and instead wrote a tool that determines potential attackers.
Basically this tool creates a 'beam' to determine the path the attackers units took. And then it shows you cities along this path. You can also specifiy the race of the attacker if you know it to narrow down the the potential agressors.
However it needs some input and a general direction where the attacker came from. So you have to determine this yourself. It just saves you a lot of scrolling. :)
Link:" rel="nofollow -

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Posted By: Diva
Date Posted: 20 Mar 2015 at 17:15
You coders/scripters are amazing... thanks for EVERYTHING.. 

"Um diva.... you are sort of acting like a .... diva...." - PhoenixFire

Posted By: IbnSenna
Date Posted: 20 Mar 2015 at 17:49
a contribution to determine attacker's race from the amount stolen:

Feel free to download/copy/use the spreadsheet…

Posted By: Digioso
Date Posted: 01 Apr 2015 at 06:50
With the newest announcement (the appeareance of wild magic bears only Koda can see) I am working on a tool that lets other people see them, too.
Then other people can hunt and kill, err, be friends with them, too!

On a more serious note. :)
The settlement tool is almost done and I hope to be able to have the first version up and running today evening.

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Posted By: Digioso
Date Posted: 01 Apr 2015 at 20:22
Ok, here it is, the first release:" rel="nofollow -
It is still working on some request some people in T? inserted for test purposes right now.
But afterwards it's ready for new requests. :)
Currently someone queued a request to check all of BL which will take some more time (around 1h I guess) to finish. :)

Not everything has been tested so something might go wrong, though. I don't have the automatic request fullfilment running because of that. So you can queue up and when I run the script it'll present your reports.
Hopefully I can turn the automatic reports on tomorrow or later this evening.

So take this as a current open beta release. :)

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Posted By: Digioso
Date Posted: 18 Apr 2015 at 15:21
So far I am quite satisfied with the results. I fixed a small error in the distance calculation today, though. The distance was calculated from the high res spot to nearby cities and not from the settlement spot.
On a request by Mellificient the tool can now also search for multiple high resource spots near to the city. Meaning you can now say that you want to have at least two (three, four, up to 99 :P) high resource spots near your city. For now you the criterias for these are the same, though. So you cannot specifiy that you want a 16 food and 15 clay spot. I'm working on this, though.
The downside is that the search is now taking longer. :( I'll see if I can find a way to speed this up.

There was a bug when you entered your player ID. So your existing cities were ignored completely (not only in the distance calculation to other cities). This could've resulted in the script marking a spot as valid although there was already a city on it.

Also on the ToDo-List:
- Search in more than one region without having to give X/Y coordinates (Right now you can select either X/Y, a single region or all of Elgea/all of BL). My search tool would already be fine with multiple regions but the website frontend doesn't allow this yet.
Allow selecting multiple terrain types for the city spot. Right now you can only select one terrain type.
- New Settlement should NOT be next to <Terrain Type> (EG building, forest, ...)

Edit: I managed to bring the script back up to speed even with searching for multiple high res spots near a settlement spot.

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Posted By: Digioso
Date Posted: 08 May 2015 at 11:37
Since today is" rel="nofollow - T?'s birthday I managed to finish the new version of the" rel="nofollow - settlement spot search tool as well.

New features:
- A map of Illy with the locations of the found settlement spots is now send out in as well. This is included in the .htm file and you can click on the locations on the map to get to the corrosponding search result in the .htm file.
- You can now enter an alliance ID. So far you only were able to enter your player ID which would disable the distance check for towns of your own. The alliance ID does the same for all towns that are in the alliance you provide. Both can be combined if you for example are not in the alliance you provide but are planning to join them. Both are still optional !
- You now have the option to select the terrain types you allow to be around the new settlement. EG you only want plains directly around your city? Then only select plains. Multiple selections are possible.

Updated features:
- You can now select multiple regions at the same time. So far you had to choose between 'All regions', 'All of Elgea', 'All of Broken Lands' or a single region. These choices can now be combined in any way. Chooising 'All Regions' and 'All of Elgea' will not result in double searches. The script knows that 'All of Elgea' is part of 'All regions'. :) - Searching by region and by X/Y coordinates can still not be combined since they're mutually exclusive.
- You can now select multiple terrain types for the city. So far you only could select one terrain type at a time. If you wanted to get results for spots on large mountains and plains you had to fill out the form twice in the past. Now you can do this with one request.

And last but not least: I added Stardances`Battle Calculator to my website as well. This is the modified version by Vanerin who changed a couple of things to match the latest changes in the game. I adjusted it to match the design of my website.
Link:" rel="nofollow -

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Posted By: Digioso
Date Posted: 06 Jul 2015 at 16:00
Another tool found it's way into my library - the" rel="nofollow - historical data view .

Did this ever occured to you: Where the heck did this town come from? I'm sure it wasn't here yesterday!
This question can now be answered !

Now you can keep track of town movements, alliance and player growth or even player/alliance name changes.
All this and more now at:" rel="nofollow -

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Posted By: Steven Quincy Urpel
Date Posted: 07 Jul 2015 at 10:08
Thanks, Digi. I will use this to hunt down my enemies. Wink

They call me MISTER Urp!

Posted By: Digioso
Date Posted: 07 Jul 2015 at 13:25
Happy hunting. :)

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Posted By: Digioso
Date Posted: 03 Nov 2015 at 19:52
I released a new version of the "Show all towns of an alliance" tool.
Link:" rel="nofollow -

The new version now allows you to enter coordinates and travel speed and it then sorts the town list by distance from the given coordinates as well as the time it takes to reach the destination.
And it also now shows an interactive map you can click on. Anyone who has used my Settlement Spot Search Tool in the past will be quite familiar with it. :)

The only alliance it currently does not work with is the "Illyariad Fairy Nation". Sorry people, but we don't want our tool used against us in our current war with Dwarven Lords. :P
I'll make it work for Fairy as well as soon as the war is over.

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Posted By: Digioso
Date Posted: 09 Nov 2015 at 13:33
Another update. :)

The Distance & Travel Speed Calculator (" rel="nofollow - ) now accepts multiple target coordinates.
Until now you only could enter one source and one target. Now you can have as many targets as you want and it displays the distance and travel speed for all of them.
You can put in the targets like X/Y or X|Y or just copy whole Illy-Map-Links like into it.

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Posted By: Ryklaw
Date Posted: 09 Nov 2015 at 13:54
Thank you for the tools.

Finishing the Race!
II Tim 4:7,8

Posted By: Digioso
Date Posted: 09 Nov 2015 at 14:18
You're welcome. :)

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Posted By: Digioso
Date Posted: 20 Nov 2015 at 10:13
Since our war with Dwarven Lords is now over Fairy towns are again displayed in all tools on my website.

Aaaaand there's a new version of the Settlement Spot Search.
It now allows you to also pick the terrain for the high resource spot. If you for example only want coastal tiles for your high resource spot - you can now do that.
That being said. Unfortunately there are a lot of different terrains (for example a couple of plains). So in the list you can select if you want it on plains or plains or plains for example... To make it identyable I wrote the terrain ID behind this and also provides a picture of each terrain type.

The pictures however are not complete yet. Thanks to Mellificient I have around 1/3 of the pictures now. But I'll continue to add the rest over the next week.

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Posted By: Digioso
Date Posted: 26 Nov 2015 at 20:10
All pictures are now there.

Aaaaand I've added a new tool - an Army Timer.
Link:" rel="nofollow -

With this you can set a target date/time and a target location and specify multiple start location and the travel speed for each army.
It'll tell you when you have to send out the army from each start location so that they'll arrive at the same time.

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Posted By: Digioso
Date Posted: 26 Feb 2016 at 13:18
I'm moving my webspace to a new webhoster right now. Most of the stuff is already on the new page including the Dilly-Tools.
I'll keep the Domain of course but until I migrate it to my new webhoster it'll point to my old website.

So for now please update your bookmarks to:

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Posted By: Digioso
Date Posted: 06 Mar 2016 at 12:50
I'm done with moving my website to my new webhoster!
The website is now reachable under,, and . Feel free to choose your favourite TLD. :)

And I've added a new feature to the settlement spot search as well.
John Buckley suggested to also allow searching for resource sov in the rings around your city. The tool was already displaying that but you couldn't say that you for example only want spots where the sov around your city has for example a total of 30 food.

I also noticed a problem with the 'Find attack source' tool (or better said it was noticed by Maxican Dward). Because I have all the historical data in my database it's getting slower and it took longer to issue queries against it... So this script ran into timeouts.
This has been fixed now and with the next data update tomorrow morning this should no longer be a problem.

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Posted By: Tensmoor
Date Posted: 06 Mar 2016 at 13:51
Congrats on the move Digioso Thumbs Up

Posted By: Digioso
Date Posted: 06 Mar 2016 at 14:09
Thanks. :)

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Posted By: Digioso
Date Posted: 09 Mar 2016 at 13:34
The historical data view now works again!
You're able to view growth of alliancec and players as well as town movements, player name changes, alliance name changes and everything else that's related to that.
I started recording the data in July 2015. So obviously you cannot see anything earlier then that.
I also noticed that some dates seem to be not complete in my database. I'll remove and readd those entries.

Link:" rel="nofollow -

Edit: No data was missing. I was just confused by my own script. :P
It looked like that data for some players were missing because sometimes they weren't displayed in the alliance overview. But it makes sense - when a player leaves an alliance for a couple of days he's not displayed as being in the alliance obviously.

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Posted By: Digioso
Date Posted: 22 Mar 2016 at 21:14
The" rel="nofollow - 'Show inactive Players' tool now also shows since when the player is active.
Thanks to Kodabear for the suggestion. :)

Also my whole website is now reachable via https. But since I'm using a free certificate (Let's encrypt) you may see warnings from your browser that the website may not be trusted. You can either trust the website (EG: by creating an exception) or use http instead.

Encrypted URL:" rel="nofollow -
Normal URL:" rel="nofollow -

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Posted By: Dal Rath
Date Posted: 15 Apr 2016 at 22:56
Hi Digioso

Great work!  Is it open source? I'd like to contribute.

Posted By: Digioso
Date Posted: 16 Apr 2016 at 06:39
Hi Dal Rath,

thanks a lot. :)
It's not open source but if you want to contribute I'm sure there is a way. :)
Do you have something specific in mind?

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Posted By: Dal Rath
Date Posted: 16 Apr 2016 at 07:19
Well two things come to mind: it should be possible to diff consecutive daily downloads to detect changes and generate a digest, sort of like a daily newspaper - new players, city moves, pop changes etc.  Second, I'm curious why the location detection code takes so long to run. It's 2016 and the dataset is only a few hundred MB. It's got to be possible to optimize it down to interactive speeds.

Posted By: Digioso
Date Posted: 16 Apr 2016 at 08:24
Let's continue this via PM. :)

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Posted By: Digioso
Date Posted: 26 Jun 2016 at 10:10
I've received my LattePanda now and finished setting it up.
A LattePanda is a mini-computer like a Raspberry Pi or like my old Odroid-U3, just a bit more powerful and it uses x86 Hardware which means that I don't have to bother anymore with many stuff (like watching videos in a webbrowser) not working on my ARM-based board.

What does that mean for you?
Well, since the LattePanda is more powerful it should also be able to work faster on the settlement spot search.
And I am happier because I can watch videos on it properly. :P
Clearly a Win-Win-Situation. :)

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Posted By: Digioso
Date Posted: 12 Dec 2016 at 12:36
My settlement spot search is disabled for now.
You can queue searches but they will not be fullfilled for now.

There currently is an issue with the town data provided by the Illyriad devs.
It is no longer updated. The devs are working on this as confirmed by GM SC" rel="nofollow - here .
Without accurate data the search doesn't make much sense.

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Posted By: Digioso
Date Posted: 13 Mar 2017 at 18:21
Some of you might have already heard of it - I decided to stop playing Illy.
My account will remain in Fairy, though.

I had less and less time for the game over the last months and now that I started working for a new company I decided to completely quit the game.

I'll leave the tools on my website and I'll also continue to update and support them as best as I can.
Since updating the data on the website is an automated process I'll leave it running. However if there are changes in the future I don't know if and when I'll adjust.

Thanks a lot for all of your support and take care!

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Posted By: Tensmoor
Date Posted: 13 Mar 2017 at 19:15
You will be missed friend Cry I can't thank you enough for all the help and advice you've given me since I started coding - DurcTools would not be what they are without you. If I can ever be of any help don't hesitate.

Take care and may all your troubles be insignificant ones.

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