As for the blueprints, yes, I experienced this issue too and had asked in the forum, but nobody got an answer for me. Currently the only way to get the rarer designs through console is to add the item "ifed_ship_package2" manually, which will give you all the missing designs. Don't ask me why the command line mod doesn't include these blueprints, because they certainly exist.
The blueprints being split into two packages because of how the ships are tagged in ship_data.csv. the tag section controls what blueprint packages each ship falls under. Most of the ships are under ifed_ship_bp, but some are under ifed_ship_bp2, and the prototypes (mk. 2s) are under rare_bp. ifed_ship_bp and ifed_ship_bp2 tags are part of the mod, defined in data/campaign/special_items.csv. This means that a player needs to find both blueprint packages to unlock most of the Federation ships (they are effectively split between two packages, believe Shadowyards does something similar). rare_bp is base game tag, and means that the ships aren't part of any package, and will only be dropped as single blueprints (think paragon, hyperion, etc.).
The problem here is however that the "allblueprints" command gives me all the bps associated with the ifed_ship_bp tag, and also all the rare_bps. For some reason it does not give me the ifed_ship_bp2 ones, even though they are of a blueprint package like the other. I have seen it done this way in other mods (like the Hiigaran one), where this worked fine.
I must be doing something wrong here obviously, but I cannot spot it. This is the only tag on those ships, and the principle is just duplicated for the "bp" and "bp2" packages.
Also noticed that the Titan/Ocean class Battlecarriers have inconsistent text, still referring to them as the Titan (always liked the titan name, but probably conflicted with another mod back in the day maybe?)
Good spot. Yes, that happened in the unbalanced version, because I later shifted to actually calling both versions (mk1 and 2) "Ocean" in that one. Is corrected.
Also you might want to consider adding the NO_AUTO_ESCORT ship hint to the carriers, depending on how you want them to play.
Done. I actually expected for CARRIER + COMBAT in tandem to work this way, but good to know that wasn't it. Though I have also not seen any strange behavior until now honestly, but better be sure.
Uploads are refreshed with these little changes.
As for making the mod it's own faction, I personally am a big fan of that idea, as that gives me a lot more opportunity to interact against the ships (and fight against them!). Plus the Federation has a nice style that could be expanded upon. However, you could also double down on making them a special "player only" faction by adding some lore and story to the world, and take advantage of the new story features to make it clear why only the player has access to these ships. You could even add campaign missions where the player has to build up this new fleet. Obviously more work either way, but it would add some nice spice.
Well, since this is like 70% for my own use, and only 30% to honor Keptin's contribution and keep the flame alive, I will certainly not do the story thing. I do actually play in a very RP fashion in my own game, starting with a mysterious Ares-class inheritance on my lv1 nobody with no money. Then working myself up to the first grand
rEdacTdd system exploration to receive/unearth a Yukon (..via console) following "my relatives diary". With that and more new information(after finding all non-rare bps), I ventured deep into my massive map to found the federation on the technology in the distance, which slowly gives me access to the rest.
My officers have story too, but the thing is: I can make all this up in my head. Doing work for popups that are already spoilered to me, just isn't worth it for my own use.
Not to mention heavy modding like this could actually scare away future potential updaters. I mean, if people actually like it, they will then demand to only play the story laden version in the future, which might be more difficult to maintain.
No, my 30% mission here is also egoistic to a degree, that I hope to maybe spur others to keep this alive should there be another major update. ..Because then I don't have to do anything anymore.
That being said, since it was in the original, I can see on your other point how having an option to make them a faction could be interesting just under the "I want to fight these ships as enemies" lens.
I will see to it in time, though I am currently too busy to look into it. Perhaps in 2-3 weeks.
And speaking of spice, I have no issues with the idea of "modernizing"/uniqifying the faction a bit via ship systems. Probably could use the tune up, but whatever systems are added should fit the theme of the ships/feel like it fits (for example, I could imagine a system that drastically expands weapon firing arcs so a federation ship could bring it's full arsenal to bare for a short period - though don't know how to explain turret suddenly being able to turn more, ahh minutia). Might add a bit more life into the faction and make it feel more modern, but also isn't necessary.
Well, that turret idea is not taken.
Waiting for other ideas. Since they kind of seem of the iPod clean faction, perhaps something techie with shield hits?
Hmm, I already advertise their unique armor technology in their description, so something related to that would actually feel the most right to me.