Settings is only for tresholds wich is increasing the maximum cap before loosing effectivness right ?
Right yeah. Bonuses/negative side effects have to be decompiled and recompiled.
The problem you will run in to with modded factions (if you actually manage to run them,as i remember long time ago i planned on trying this out but half of my mod list was inactive so i ceased the idea) is them being usually? undergunned and have fighter size+balance? issues? but come out on the ~same "dps/DP/OP" or any other comparison or theres more hard changes to vanilla systems,like flux value difference,supply/fuel consumption or general commodities,prices and in that way
Its hard to tell how massive on scale are the changes from base game(which i am not blaming for) to try and find middle ground between running this as "intended experience" and "adding some 'flavor'" without breaking it completely
and yes i intentially ignore possible technical issues like insane RAM usage combined or just outright crashes,currently i am trying to figure out the theoretical part of what i can do
Hmm. On the one hand this is sort of subjective considering its hard to narrow down things like "flavor" and such, but I'll do my best to give the full picture of what the mod does so you can make your own determination:
The mod changes many aspects of both the campaign and combat. For one, blueprints are generally rarer and a lot of ships are gated behind military markets. As far as logistics, supplies per month is a LOT lower to allow for ease of exploration in systems, and fuel consumption is lower iirc at the capital level compared to vanilla and higher or the same at the frigate level? Either way, it will feel like a different balance of logistics compared to faction mods. Their ships will not be balanced against the same logistics or combat balance just in general.
Besides relying upon more weapon mounts as well as a separate distribution of mount sizes per hullsize, warships also have the ability to carry fighter wings albeit with a completely different way of balancing carriers vs warships (carriers have cheaper weapons but more expensive wings and warships have cheaper interceptors and fighters but lower replacement rate). So having access to vanilla or faction mod wings will allow those ships to have potentially more firepower than vanilla or mod faction ships would generally have access to. DP is also much different compared to vanilla balance. Capital ships in particular are much less costly to deploy.
Flux and armor values are adjusted to make ships tougher, and venting is more dangerous. Speed is a bit different as well.
Ok, so details aside, what I've heard is that generally the mod's ships are OP compared to vanilla stuff - which is generally the baseline balance for any faction mods.
Pretty much all of the combat aspects of vanilla is changed or rebalanced to some degree *except* for the basic premise of flux sharing the dual role of powering shields and acting as weapon "fuel". In this case, however, many weapons are balanced around no flux cost. Like vanilla, its all designed to work in combination to make combat fun and balanced while hitting the goals of the mod - which is summarized a bit above but doesn't include everything because that would take too long to really dive into.
Aaand all of that said, I've also had reports of lots of people using faction mods and having very enjoyable experiences.
I hope this helps a bit.