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RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 9:44 am
by zgrssd
ORIGINAL: Sieppo

I'm totally sure you can find that 99% of the actions performed in the game are things not performed by a supreme commander IRL [:D]. Thus I'm not going down that road.
Deciding Cabinet Members?
Declaring War?
Telling the design Council what to focus on next?
Dedicing when and where to attack on hte big map (resolution 200km Hexes)?

Please mention the other 396 things that are not normal part of a Supreme Commanders Job, so the 99% figure matches up.
Or maybe try something like a 50% figure first? Or a 25%?

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 9:49 am
by Sieppo
ORIGINAL: zgrssd
ORIGINAL: Sieppo

I'm totally sure you can find that 99% of the actions performed in the game are things not performed by a supreme commander IRL [:D]. Thus I'm not going down that road.
Deciding Cabinet Members?
Declaring War?
Telling the design Council what to focus on next?
Dedicing when and where to attack on hte big map (resolution 200km Hexes)?

Please mention the other 396 things that are not normal part of a Supreme Commanders Job, so the 99% figure matches up.
Or maybe try something like a 50% figure first? Or a 25%?

Yeah ok, 75% would have been a more accurate number. But you get my point. It is a game.

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 10:13 am
by 76mm
ORIGINAL: Tomn
Right, so here's the thing about traffic signs: They're one-way. If you block OUTGOING connections in one direction, you can still receive INCOMING from that same direction. The railhead in that scenario isn't producing train logistical points, it's merely establishing a connection so that your train station further up the line can push logistical points forwards the railhead. That gives you the incoming logistical capacity you need. Now if in the same hex as the truck station and the railhead you place a block moving back towards the SHQ, you're now channeling the whole of the truck station's logistics out towards the front, while still receiving logistical capacity from the rail coming in from the SHQ.

Thanks, although this is kind of funny, because that's how I started playing, but when I ran into a logistics problem and posted about it, several players told me that I was doing it all wrong, and that logistics should flow both ways, and that I shouldn't "shape" it as you suggest. [&:]

Also, doesn't your rail need to take excess zone supplies back to SHQ? Wouldn't a traffic sign used to shape truck traffic block that?

Like I said, I still don't get it...

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 10:22 am
by zgrssd
ORIGINAL: Sieppo

ORIGINAL: zgrssd
ORIGINAL: Sieppo

I'm totally sure you can find that 99% of the actions performed in the game are things not performed by a supreme commander IRL [:D]. Thus I'm not going down that road.
Deciding Cabinet Members?
Declaring War?
Telling the design Council what to focus on next?
Dedicing when and where to attack on hte big map (resolution 200km Hexes)?

Please mention the other 396 things that are not normal part of a Supreme Commanders Job, so the 99% figure matches up.
Or maybe try something like a 50% figure first? Or a 25%?

Yeah ok, 75% would have been a more accurate number. But you get my point. It is a game.
Okay. Then name those remaing 12 things that the palyer has to do, wich is not the normal job of a Supreme Commander of a Nation.
I am still waiting.

Unless of course you are just trolling us, by being contrary for no reason? That would make some sense right now.

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 10:30 am
by Sieppo
ORIGINAL: zgrssd

ORIGINAL: Sieppo

ORIGINAL: zgrssd


Deciding Cabinet Members?
Declaring War?
Telling the design Council what to focus on next?
Dedicing when and where to attack on hte big map (resolution 200km Hexes)?

Please mention the other 396 things that are not normal part of a Supreme Commanders Job, so the 99% figure matches up.
Or maybe try something like a 50% figure first? Or a 25%?

Yeah ok, 75% would have been a more accurate number. But you get my point. It is a game.
Okay. Then name those remaing 12 things that the palyer has to do, wich is not the normal job of a Supreme Commander of a Nation.
I am still waiting.

Unless of course you are just trolling us, by being contrary for no reason? That would make some sense right now.

Chill man [>:]. Most of the stuff would be decided and implemented by the cabinet. Hitler for example meddled in war stuff a lot but he was an exception. This pissed off his generals and they ended up trying to assassinate him.

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 11:09 am
by GodwinW
ORIGINAL: zgrssd

ORIGINAL: Sieppo

ORIGINAL: zgrssd


Deciding Cabinet Members?
Declaring War?
Telling the design Council what to focus on next?
Dedicing when and where to attack on hte big map (resolution 200km Hexes)?

Please mention the other 396 things that are not normal part of a Supreme Commanders Job, so the 99% figure matches up.
Or maybe try something like a 50% figure first? Or a 25%?

Yeah ok, 75% would have been a more accurate number. But you get my point. It is a game.
Okay. Then name those remaing 12 things that the palyer has to do, wich is not the normal job of a Supreme Commander of a Nation.
I am still waiting.

Unless of course you are just trolling us, by being contrary for no reason? That would make some sense right now.

Are you kidding dude?

* Click end turn
* Select a unit
* Select a city
* Draw borders on a map
* Decide where a road goes
* Decide how many machines or water to buy/sell from traders
* Click enemy soldiers to inspect their combat strength
* Be able to determine the exact percentage between discovery and research
* Be able to steer discovery of things by not researching other things
* Play Stratagems
* Read Stratagems
* Have Directors roll dice
* Have a readout for relationships
ETC



RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 11:38 am
by Sieppo
ORIGINAL: GodwinW

ORIGINAL: zgrssd

ORIGINAL: Sieppo




Yeah ok, 75% would have been a more accurate number. But you get my point. It is a game.
Okay. Then name those remaing 12 things that the palyer has to do, wich is not the normal job of a Supreme Commander of a Nation.
I am still waiting.

Unless of course you are just trolling us, by being contrary for no reason? That would make some sense right now.

Are you kidding dude?

* Click end turn
* Select a unit
* Select a city
* Draw borders on a map
* Decide where a road goes
* Decide how many machines or water to buy/sell from traders
* Click enemy soldiers to inspect their combat strength
* Be able to determine the exact percentage between discovery and research
* Be able to steer discovery of things by not researching other things
* Play Stratagems
* Read Stratagems
* Have Directors roll dice
* Have a readout for relationships
ETC



Exactly [:D]. Like I said, I'm not going down that road..

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 11:53 am
by zgrssd
ORIGINAL: GodwinW

ORIGINAL: zgrssd

ORIGINAL: Sieppo




Yeah ok, 75% would have been a more accurate number. But you get my point. It is a game.
Okay. Then name those remaing 12 things that the palyer has to do, wich is not the normal job of a Supreme Commander of a Nation.
I am still waiting.

Unless of course you are just trolling us, by being contrary for no reason? That would make some sense right now.

Are you kidding dude?

* Click end turn
* Select a unit
* Select a city
* Draw borders on a map
* Decide where a road goes
* Decide how many machines or water to buy/sell from traders
* Click enemy soldiers to inspect their combat strength
* Be able to determine the exact percentage between discovery and research
* Be able to steer discovery of things by not researching other things
* Play Stratagems
* Read Stratagems
* Have Directors roll dice
* Have a readout for relationships
ETC
Did you seriosuly have to add clicks in the interface to the actions, just to have a hope of getting close to 12? Because with something like that, I am sure it is trolling. Because I could add a million clicks and keypresses in any office programm to the Supreme Leaders side.

Excluding "I need to click on a interface":
* Draw borders on a map
Ever heard of the peace talks? Take 5 guesses wehre most borders in 2020 come from!
* Decide where a road goes
Yes, they did decide where giant road networks in the lenghts of hundreds Kilometers would go. But the exact route planning was usually left to a specialist *cough* pathfinding *cough*
And below that, it is up to the workers to find the exact path through each ~10000 km² region.
If you think the care about that 5 meter dirtroad behind you house, you are off by 5 orders of magnitude.
* Decide how many machines or water to buy/sell from traders
Yes, large sales and buys big enough to raise entire armies and build entire industries are up to them to decide.
* Be able to determine the exact percentage between discovery and research
Deciding where the focus should lie is integral part of the job. Not like you decide where each specific BP goes, just the rough budgets for the Ministereies
* Be able to steer discovery of things by not researching other things
I wonder who - if not the leaders - are focusing the worlds scientist on developing a Covid-19 Vaccine or Treatment right now? Or how much can be done if the leader is against any measures (USA, Brazil)
* Play Stratagems
"Secrtary, tell the Interior Minsitery to hold wargames". Oh yes, that it so not a thing a leader does[8|]
* Have Directors roll dice
"Secretary, hopefully that Interior Ministery knows how to hold wargaems. I did pick him for that job."
* Have a readout for relationships
"Foreign Minister/SCC Leader/Secretary, I want a briefing on how our relations with Nebelbank is. Or actually, just give me bi-monthly breifings with your estimations."

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 11:57 am
by Tomn
ORIGINAL: 76mm
Thanks, although this is kind of funny, because that's how I started playing, but when I ran into a logistics problem and posted about it, several players told me that I was doing it all wrong, and that logistics should flow both ways, and that I shouldn't "shape" it as you suggest. [&:]

Also, doesn't your rail need to take excess zone supplies back to SHQ? Wouldn't a traffic sign used to shape truck traffic block that?

Like I said, I still don't get it...

Well, I've primarily been using that setup for offensive bases where all my needs are purely one-way - I haven't captured a city in the region yet, so nothing's going back up the pipe and it's all coming down. Thus, the need to ship things back to the SHQ doesn't exist as yet and doesn't pose a problem. There IS a good chance that once the local city has been captured and hooked up to the network it'll be necessary to rethink a bunch of traffic signs in the region, however.

That being said, to the best of my knowledge logistical capacity is "direction agnostic" - i.e., it doesn't matter where it comes from, if it's in the hex it can be used. Thus, as long as the rail provides logistical capacity running up to a railhead, that same existing capacity can be used to ship it back up the line to the SHQ as long as there's spare capacity.

Taking a look at your post, the problem wasn't that you were shaping logistical lines per se - the problem was that your use of traffic signs completely choked out available capacity. The method I describe only works if you're absolutely sure you have sufficient capacity coming from behind to be able to focus everything forward.

Lemme see if I can diagram it out.

(Rail) -> (Railhead+Truck Station) -> (Road to Front)

So same hex map as before, but let's change the parameters some. This time, for whatever reason, the rail station at the SHQ isn't pushing as much capacity down the line - maybe you branched off or something, whatever. Point is, your rail is only providing you with 500 train points, while your station is providing 1000 truck points as before. If you were using the roadblocks I suggested earlier, you get this:

(500 train points) -> (500 train points + 1000 truck points) -> (1000 truck points)

So the issue here is that you're bottlenecked by your SHQ rail - sure, you have 1000 truck points available at the front, but you can only rail in 500 train points worth of stuff, because that's all the capacity you have available. Thus, although you have in theory 1000 truck points available, they can only carry 500 points worth of stuff because that's all that the rail points can pass on to them to carry. This, by the way, was what was happening in the post you described - you had a lot of available capacity on the outward channel, but not enough coming in, and thus you were getting bottlenecked at the rail line despite having a lot of spare capacity down the line.

So what would we do? Well, assuming that your trucks actually have enough AP to go all the way back to your capital whole, you could remove the blocker entirely, in which case you end up with this scenario:

(500 train points + 500 truck points) <-> (500 train points + 1000 truck points) -> (500 truck points)

That looks better on the SHQ side, but now we have a problem - you're bottlenecked by the truck points available for the front now. You can ship in 1000 points worth of stuff down to the railhead by combined rail and truck, but you can only devote 500 truck points pass things down to the troops at the front. That's no better than before.

So what's the solution? Well, in this case, the best thing to do would be to slap a 50% blocker heading back towards the SHQ, so that only half the normal output can pass through. That'll get us this scenario:

(500 train points + 250 truck points) <-/-> (500 train points + 1000 truck points) -> (750 truck points)

As you can see, we're now making the best of a bad situation - we can shift a total of 750 points worth of stuff from the SHQ to the front, because at every hex there's 750 points at least available for us to use. That's the key to logistics - logistical lines are defined by their weakest links. They need to form a continuous chain of logistical capacity in every hex they're tracing their way down, and they're limited by the hex with the LEAST available logistical capacity.

Note, by the way, that this chain should in theory work both ways: You could potentially send 500 points worth of supplies from the SHQ to the front, and then have the front send back 250 points worth of obsolete equipment to the SHQ, and that's fine because you have 750 points available. But if you were trying to send 750 points worth of supplies down the line and return 250 points worth of obsolete equipment back up, you're out of luck - there's not enough logistical capacity to do both.

Couple more diagrams in case you're having trouble with the concept of bottlenecks. Let's say you have a chain of hexes with, for whatever reason, differing logistical capacity, like so:

(SHQ) -> (Hex) -> (Hex) -> (Hex) -> (Front)

Right! Now we need to move supplies from the SHQ to the front. Let's say the available logistical capacity looks like this:

(5) -> (5) -> (4) -> (5) -> (5)

How many supplies are getting to the front? Four units, because that's the lowest in the chain. Every other hex in the chain can pass up to five units, and all the hexes BEFORE that central hex might actually be passing five minutes to the front, but once they get to the central hex one of the packages slips out of their hands and all they have is four units which is what they pass on down the line.

Now let's take another scenario:

(5) -> (5) -> (5) -> (1000) -> (1000)

How many supplies are getting to the front? Five units, because again that's the smallest number in the chain. The hexes past the central front could take up to a thousand units, but the central hex can only pass on five units, because that's the limit of its capacity, so that's all the front will get.

One more scenario:

(1000) -> (1000) -> (1) -> (1000) -> (1000)

How many supplies are getting to the front? One unit, because that central hex can't handle passing on more than a single lone unit, despite the fact that all the other hexes are big and burly and can take a thousand units.

Picture, if you will, the second hex rolling up, a big massive longshoreman with bulging muscles easily lifting a thousand boxes, bellowing "All right, shrimpy! Got a delivery here for ya!" before slamming all thousand boxes to the floor. The central hex, a wide-eyed toddler, looks at the pile, gingerly grabs a single box with both arms, and then waddles over to the fourth hex, another big longshoreman, who looks at the toddler and goes "What, is that it? OK, then!" before carefully picking up the box between thumb and forefinger before passing that lone box to the front.

And that's how bottlenecks work.

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 12:19 pm
by ramnblam
Alright nerds, where are we putting supply bases these days? Make it simple for me, my mathematics are only good for selling drugs.

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 12:23 pm
by Tomn
ORIGINAL: ramnblam
Alright nerds, where are we putting supply bases these days? Make it simple for me, my mathematics are only good for selling drugs.

No fuckin' clue. Never really used them, mostly because the information for how they worked kept changing. I got by without.

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 2:07 pm
by JWW
ORIGINAL: demiare
ORIGINAL: jwarrenw13

Frankly, setting the traffic signs is a critical function in ensuring the success of real world supply lines. And the logistics system in the game models real world convoy operations in many ways. The units that control traffic are usually Military Police units.

I really don't understand why you're argue now - military logistics is still in game and still important.

Now just your supply officers are finished elementary school and know:
a) place & nominal consumption of your industry zones and population of cities
b) location of your military units.

You still need to develop logistic network, plan in advance your needs for raising regiment or strategic move and deal with shortages. You just waste less LP in routine daily operations and it's great as in dire circumstances of any regime in game you aren't expecting to have a lot of corruption so there is no lore reason behind wasted LP but flawed logistic system.

Seriously, would you call flawed units pathfinding "interesting"? Technically pre-1.04 system were something similar to it.

P.S. Take in mind that we MAY need to balance logistic system later. As it forced to deal with massive wastes - I'm quite sure that currently generation of LP & logistic movement points are way too high and this is a reason why you see current changes as a nerf.

I could just as easily ask why you felt the need to reply to what you think is an unnecessary post.

But I continue to argue because of condescending posts like yours that denigrate anyone who enjoys the complex logistics system of 1.04. I see Vic's log system as a touch of genius in modeling reality that I have never really seen before in a wargame. "Flawed pathfinding" is a real problem with actual military operations, and many college educated officers have taken their units and their supply convoys down the wrong road, something that all previous games have ignored. And I am surprised that so many people have recoiled in horror at the idea of setting a few traffic control measures to maintain a main supply route, which is actually all it took to manage the system.

But as I've said repeatedly, and as you have of course failed to note, I am quite happy that Vic is giving players options, and I might even use the new system myself if I find it better than the 1.04 system. Or maybe you missed those comments.

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 2:42 pm
by 76mm
ORIGINAL: Tomn
Lemme see if I can diagram it out.
Whew, thanks for the lengthy and detailed explanation...a bit of heavy sledding for me, I have to admit.

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 3:05 pm
by GodwinW
ORIGINAL: zgrssd
ORIGINAL: GodwinW

ORIGINAL: zgrssd



Okay. Then name those remaing 12 things that the palyer has to do, wich is not the normal job of a Supreme Commander of a Nation.
I am still waiting.

Unless of course you are just trolling us, by being contrary for no reason? That would make some sense right now.

Are you kidding dude?

* Click end turn
* Select a unit
* Select a city
* Draw borders on a map
* Decide where a road goes
* Decide how many machines or water to buy/sell from traders
* Click enemy soldiers to inspect their combat strength
* Be able to determine the exact percentage between discovery and research
* Be able to steer discovery of things by not researching other things
* Play Stratagems
* Read Stratagems
* Have Directors roll dice
* Have a readout for relationships
ETC
Did you seriosuly have to add clicks in the interface to the actions, just to have a hope of getting close to 12? Because with something like that, I am sure it is trolling. Because I could add a million clicks and keypresses in any office programm to the Supreme Leaders side.

Excluding "I need to click on a interface":
* Draw borders on a map
Ever heard of the peace talks? Take 5 guesses wehre most borders in 2020 come from!
* Decide where a road goes
Yes, they did decide where giant road networks in the lenghts of hundreds Kilometers would go. But the exact route planning was usually left to a specialist *cough* pathfinding *cough*
And below that, it is up to the workers to find the exact path through each ~10000 km² region.
If you think the care about that 5 meter dirtroad behind you house, you are off by 5 orders of magnitude.
* Decide how many machines or water to buy/sell from traders
Yes, large sales and buys big enough to raise entire armies and build entire industries are up to them to decide.
* Be able to determine the exact percentage between discovery and research
Deciding where the focus should lie is integral part of the job. Not like you decide where each specific BP goes, just the rough budgets for the Ministereies
* Be able to steer discovery of things by not researching other things
I wonder who - if not the leaders - are focusing the worlds scientist on developing a Covid-19 Vaccine or Treatment right now? Or how much can be done if the leader is against any measures (USA, Brazil)
* Play Stratagems
"Secrtary, tell the Interior Minsitery to hold wargames". Oh yes, that it so not a thing a leader does[8|]
* Have Directors roll dice
"Secretary, hopefully that Interior Ministery knows how to hold wargaems. I did pick him for that job."
* Have a readout for relationships
"Foreign Minister/SCC Leader/Secretary, I want a briefing on how our relations with Nebelbank is. Or actually, just give me bi-monthly breifings with your estimations."

Checkmate:
ORIGINAL: zgrssd

In what universe is a supreme commander of a nation responsible for deciding if 101 or 102 trucks will go down a road?
ORIGINAL: zgrssd

* Decide where a road goes
Yes, they did decide where giant road networks in the lenghts of hundreds Kilometers would go. But the exact route planning was usually left to a specialist *cough* pathfinding *cough*
And below that, it is up to the workers to find the exact path through each ~10000 km² region.
If you think the care about that 5 meter dirtroad behind you house, you are off by 5 orders of magnitude.

-> You as Supreme Commander do not direct individual trucks but you do make sure your logistics system will be able to cope.

"Eisenhower accepted the burden stoically, and worked 100+ hour weeks for months, poring over the logistics of this great undertaking."
https://www.artofmanliness.com/articles ... -decision/
Also see: https://www.c-span.org/video/?459079-4/ ... -logistics

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 4:56 pm
by Tomn
ORIGINAL: 76mm
Whew, thanks for the lengthy and detailed explanation...a bit of heavy sledding for me, I have to admit.

Hey, as long as it made sense and helped you understand the system.

...it...it DID make sense and helped you understand the system, right?

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 7:30 pm
by PyrrhicDefeat
I enjoy being able to fine tune my "push" logistics to maximize flow to my priorities, but either way they are just a seriously complicated system. Every time I think I've got it I discover a new layer. I knew war with a major was coming so I built up truck stations and redundant nets of sealed roads to the future battlefront, expecting that some would get cut off. And that part worked - despite the enemy cutting one line of roads, my alternate line supplying my troops still has plenty of points on it. I was patting myself on the back but... somewhere much farther back in a whole different zone there is a single road that's been maxed out, and nothing is getting through that bottleneck. I have food in the zones, and logistics points on the roads my troops are sitting on, but I can't connect them and my troops are starving to death. It sucks but I kind of love that the game is that challenging.

Interestingly, from what I understand of the beta (I'm still on 1.04) the "pull" logistics wouldn't help that situation - even automated distribution won't fix a bottleneck right? And I love that about this game. It is genuinely strategic - you have limited resources and really have to plan for future contingencies or pay the price.

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 8:11 pm
by DasTactic
I haven't tested the new system too much but I really like the changes so far. It looks like it will play more intuitively but still require management to get the best results. Best of both worlds. :)

The system still can be tweaked to try and get through replacements for example, which I don't think is natively part of the pull system for units. And it doesn't stop the need to control logistics constructions to get the right amount of points where they need to go. It also allows us to specify a hex to focus our logistics points which would be great for a turn or two to get a front supplied properly before an attack etc.

I think it could be improved by allowing the traffic system to be by-passed for asset logistics so that dead-end roads could be blocked off but still have the needed logistics head down there to keep assets producing. I also feel there needs to be a way to differentiate between road and rail for traffic signs.

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 8:50 pm
by JWW
ORIGINAL: DasTactic

I haven't tested the new system too much but I really like the changes so far. It looks like it will play more intuitively but still require management to get the best results. Best of both worlds. :)

The system still can be tweaked to try and get through replacements for example, which I don't think is natively part of the pull system for units. And it doesn't stop the need to control logistics constructions to get the right amount of points where they need to go. It also allows us to specify a hex to focus our logistics points which would be great for a turn or two to get a front supplied properly before an attack etc.

I think it could be improved by allowing the traffic system to be by-passed for asset logistics so that dead-end roads could be blocked off but still have the needed logistics head down there to keep assets producing. I also feel there needs to be a way to differentiate between road and rail for traffic signs.

If it works out like that, especially the "play more intuitively but still require management to get the best results," I will be quite happy.

And thanks for your monumental tips and tricks videos. That is by far the most video I have ever watched for a single game.

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 10:12 pm
by Sieppo
ORIGINAL: DasTactic
I think it could be improved by allowing the traffic system to be by-passed for asset logistics so that dead-end roads could be blocked off but still have the needed logistics head down there to keep assets producing. I also feel there needs to be a way to differentiate between road and rail for traffic signs.

Totally agree. Always think of that when planning my logistics system. I think the newest patch forced trains to use signs but sometimes you want your trucks to stop and trains to go on (of course you could demolish the road but that takes IP).

RE: Thoughts on the new "pull" system in logistics

Posted: Sun Jul 05, 2020 11:53 pm
by 76mm
ORIGINAL: Tomn
...it...it DID make sense and helped you understand the system, right?
we'll see! [;)]

thanks again.