@seregadushka, it’s nice of you to come and suggest an idea for the game, and I do agree with you that it would be nice to not have to turn auto queue on everytime you run out of resources. However, the others are right, why does it need to be more automated? The point of playing a game is to actually play it, not just sit back and let the game play for you. If you really want this feature, make a mod for it. Otherwise:
A: Deal with it.
B: Learn how to get enough resources that it doesn’t disable.
Pretty simple bro.
I know the player you are talking to. I know you know he was very much as top player before the mod even existed, he brought multiple accounts in top 10 leaderboard (before any mods).
There are also players that don't use it that will state the advantage isn't that clear. Your screenshot make a point since that player have a pretty big experience of the game, but I was talking about my own experience primarily.
I know hosts, including yourself, wouldn't balance a TG differently after asking me to disable, is that not true?
The resistance is only shown if the number is above 0. So since no units are resistant to fire or poison damage, it doesn't show the resistance. At least, I think that's the problem, I could be wrong. You can test it by giving a unit resistance to one of those damages, and then seeing if it shows up in the UI.
There are many QOL features in ModernGUI that I really appreciate. I think you’ve done an excellent job giving players the flexibility to customize the GUI to their liking, and you’ve kept alive features from other discontinued mods that are highly valued by the community. However, regarding the automation of the training system, I feel you’ve gone too far. I also think you’re overlooking something very important: the player’s awareness in the heat of battle. We are not perfect machines that remember to perform all the necessary actions at the exact right moment to keep our economy running smoothly. Your mod does an excellent job of removing a large part of that burden. The users of your mod can see it for themselves, which is why I find it frustrating that you don’t seem to recognize the advantages it provides.
Yes it does. You don't have the final say in the truth.
Also: there's never a mind challenging task you add to the eco that you would rather like to solve in your base while you are raiding. You just removed the "boring repetitive" ones. All your "features" go just one way, you remove penalties and make the game easier in a competition with the ones that still have to deal with the penalties.