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As I can see, many units gets buffs in your mod and I ask myself, if that is really needed and if it is balanced. I would recommend you to ask player like Predatorrrr or BOSSPOWER to help balancing it out. In my eyes, starting with a scout unit would make more sense for a mod, and of course, new maps if that is possible.
Last question is, if there are people playing this mod or if the few player still play the normal version on their favorit map "guardian rift".
~Thumbs up soldier!
Thanks for the appretiation, well, the main objective of the mod isn't really balance as much as going back to the times of Westwood C&C and early EA gameplay iterations, as a point of reference I am thinking on Red Alert 2 and Tiberium Wars, particularly before the economic nerf.
As I understand, attempting to bring balance to a game with asymmetric factions is not going to happen, Starcraft is a clear example of this, where factions work in a paper-scissors-rock format, instead I prefer people to play for the joy of it, you may lose, but given the eco-boom you have, it will be a rather espectacular defeat.
An interesting thing I found is that due the rate of income a defensive player actually has a far greater chance to survive early rushes since the time of transportation between two points of many maps means that any attacker will have to face the prospect of hastily built up defenses and easily recoverable harvesters, on the other hand, an early expansion means a massive advantage for a player, since refineries and banks are far more profitable than late-game economic buildings, it represents a considerable variation in the meta.
modding community rescues games!^^
I'm a fan of this game!
I finally do not regret my purchase.