Well yes, but thats why I'm saying we need improvments.
Last time I didn't realy have time to out line what I ment, but I was thinking about the whole "map/mod" issue, and thought maybe I should try and think up a solution.
Problem is solutions, as always, require changes (which means they require devs...

)
Currently spring has one resorce moddel, and to be fair I think thats the way its gonna be for some time.
Thing is moder want certain things.
1) Maps for there mod's. (well duh)
2) Maps to play well with there mods.
3) Maps to look right with there mods.
The problem being that cause all the mods are differnt the maps will never suit each mod, so none of the above can be meet by any one map.
So, what I was sugesting is that maps become modable. IE, the mapper can (or another mapper can) mod a map so it works with a particular mod. Just having all maps have there trees adjusted in size for certain mods is a crap solution, as it would
1) probabily look bad
2) would not effect things like rocks, ruins, skelingtons that poke out the ground, folagie tahts not built into the game.
Were as if you could mod a map with say a new feature set and feature map you could easily adjust it to a mods style and it would still look good, play right.
For example... say you had a map like small divide.
You'd have the map as it basicly is.
Then say SWTA wanted it to have bigger trees, and an adjsuted resorce layout (which could just mean more resorces on the spots, or maybe a complaet change). The map could then be modded to have such a setup. In an ideal world the lobby would jsut look for these mods as you picked teh map and install as nesecery.
Then say WD thought... hay small divide looks daft with small trees... infact all the maps look daft with small trees... It can then either
1) have its own mod for maps like SWTA
2) if no mod existed specify to use teh SWTA one as preference over original
3) if no moded map exists then just use the original map.
This way all mods can use all maps (with there default setup), can use a specific version for there mod (if one exists) and use one from a mod thats similare if they don't think a bespoke one is needed.
Surly that would be a good way to go? rather then rush in with mods being able to scale the trees... which is a sux solution in my opinion. (maybe just me there...). This way if we ever to get different resorce systems ect... they can use the same method to say remove metal patches and add in tiberium, or such.
Of course as pointed out this would require somthing of an overhaul and probabily lots of dev time, but I think it would be a better solution.
Ill quit rambeling now...
aGorm