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Part of the reason I think that the AI feels more balanced than other mods is because I made sure to properly configure their roles, cost and accuracy similarly to the units in the base game.
It seems to me that most other faction mods (like CUP) don't do this for whatever reason, but in my experience it makes a huge difference for the better. This might come down to personal preference, though.
I'm currently running a Campaign for my unit and this has been a great asset for me to use, the Designs for the Police simply look great and are a lot more pleasant to look at when compared to the regular blue uniforms we have Base game.
The load-outs overall are also very well designed (Obviously AI difficulty takes a part in it) but fighting these units, I never really felt "Outgunned" it always felt fair to fight against and that's something some faction mods can struggle to do.
Bottom line - Brilliant little factions mod, Absolutely worth using.
The naming conventions for the class names is quite simple too, for the different sides. Independent have _GRN in their name, Blufor have _BLU, and Opfor have _RED.
If the wrong faction are accidentally placed, you can simply use notepad find and replace to change the _GRN, _RED, or _BLU parts of the classname in the mission.sqm file (or any other mission file the classnames are mentioned in.)
This is by design, as are the simple color based three letter labels.