There are directions for both adding and removing factions as you desire. As far as I am concerned, this mod is about the SYSTEM not the Factions. The added factions are just a service to make it convenient to play with a larger faction set. If you don't like a faction, please don't derail the thread, insult the mod maker, and whine. Open a text editor and delete
ONE WORD! It is much faster and easier to just follow a simple TWO SENTENCE direction and delete the faction than come on here and write a much longer complaint about it and hope he changes it to exactly what you want. I don't know how the mod maker feels about this, but it gets me angry to see so much entitled whining when it is so EASY to do it yourself.
Now to something productive.
To address the "too many large fleets" issue.
I don't know what plans you have set aside for this, but it would probably be relatively easy to add some logic such as :
# Assumes Atlas' spawn independantly of attack/defense fleets #
T= Time/Number of weeks passed or some increment of days
R(x) = Random number between 0 and x
S = Supplies at the station
FF = Supply range sufficient to gen a fleet of 1-3 frigates
Rand(100) + time =
S<FF = Nothing Happens
(<15 & S>=FF) || (>15 & S<Next Tiers required S): Run fleet gen for (S/FF) - rand((S/FF)-1) times #Runs fleet gen for fleets of 1-3 frigates a number of times between 1 and the maximum number of frigates fleets it can spawn
Etc up to system defense fleets up at the top of the range, which could do something like :
>90 & S>= System Defense Fleet Supply Cost : Run fleet gen for a System Defense Fleet + run this algorithm again immediately with a modifier of - 10 or so to encourage more smaller fleets.
#If the fleet gen is a sub just call it again and pass it the modifier.
Modifiers could also be used later to encourage larger fleets to spawn
with certaincertain system features or station effects when that is
implemented. #
This system would encourage more smaller fleets and chances of larger numbers of smaller frigate, destroyer and cruiser fleets while making more large fleets as the time increments. Given enough time you would have the ability to produce multiple System Defense Fleets given decent rolls and enough supplies. You can also call the sub again from any of the higher tiers so that it mixes in lower amounts of stuff until it runs out of supplies. Probably add that to anything higher than frigates because rolling again from the lowest possible result seems kinda silly, but would result in a more even spread of fleet types more consistently.
One of these days when I have time to do more than post an idea at a time, I should really take a look through the mod code so I can be more helpful. The main problem with that idea is that when I have the time and inclination to do something Starsector-y I end up PLAYING the mod instead of look at it's code
.
Don't let the complains get you down Zaphide, There are plenty of people who really enjoy the mod. You have to remember there are only two types of people that will really respond to the mod thread, Those with suggestions and those with complaints. It is also often a fine line between the two. Keep it up.
Wall of Text Signing out for now.
*edit*
To clarify I don't have a problem with the fleet sizes, I like the challenge. If you implement the increased smaller fleet logic I would personally love it if it was either a creation choice or, more likely, modified by a global so it can be turned off. Just have the fleet gen be an If (Global = 1) New fleet get; Else Old fleet gen;. But that is extra work and more things to worry about with debugging. If you make the fleet size grow like I suggest you might just make the time increment size easily found like the faction list and let us ramp it up if we want.
*/edit*