Thanks, worked like a charm!  And all your reasons, guesses though they be, make perfect sense.  Just didn't think about them in that light.

In a message dated 5/19/2006 3:40:18 PM Eastern Daylight Time, Torsten Spindler <[EMAIL PROTECTED]> writes:

>On Fri, 2006-05-19 at 10:43 -0400, [EMAIL PROTECTED] wrote:
>> game loaded.  No need to select the mod.  For those that just  want to play a
>> specific mod, it's much easier.  Now is there any way to set  up a similar
>> startup on a mod on the current vassal?
>
>Yes, you can edit the vassal.jnlp file and load any module instead. If
>you look out for '<!-- EDIT:' you will find the right spots.
>
>
>>   Let me clarify, any  way for someone with
>> no Java programming skills.
>
>Editing skills will be sufficient :)
>
>
>> One other thing, and this is mainly curiosity on my part.  But, if  extra
>> code has been developed, and working, on some mods, why hasn't it been  added to
>> the overall program.  I'm refering specifically to the multiple  maps question
>> I had earlier.  This is probably impertinent of me to  ask.  Vassal is
>> already an increadible program, at a price that quite  litterally can't be beat.
>
>I can only guess for the reasons, but here are some examples :
>1) It takes much less time to develop an extension for one module than
>one that can be used in all modules
>2) The extension is tailored toward one specific game and situation and
>can't be generalized
>3) Not enough spare time by the developers
>4) More pressing matters are dealt with first
>
>Most likely it will be a mix of reasons and not just one. I agree
>completely with you that Vassal is an incredible program and after
>spending some time on the source code of it I have to say it is very
>well written. Rodney takes care that the code base stays in a
>maintanable shape, which is really a great commitment!
>
>Bye,
>Torsten
>
>
>
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