[Edit]:
Okay, as far as I can see, there is something I've overlooked while scanning through the files. I haven't used Inkscape yet, because I just haven't had the time to grab it and work with it for testing. Returning from training today I took a peak at the maps again and found out that some maps have a specific line in the "map_config.xml" file I was looking for. I don't know how that slipped under my radar. I guess it must've been fatigue.
The config for map2 looks like this:
Code:
<map_config min_factions="2" max_factions="2">
<faction file="green.xml" />
<faction file="grey.xml" />
<weapon file="all_weapons.xml" />
<projectile file="all_throwables.xml" />
<call file="all_calls.xml" />
<carry_item file="all_carry_items.xml" />
<vehicle file="all_vehicles.xml" />
<include_layer name="layer1.default" />
</map_config>
There are the minimum and maximum factions defined. These lines are not present in all configs, because the standard value would be 3 I reckon.
Now, while I'm not quite sure if it would do the trick to change these, I have another important question.
Since I'm thinking about changing the campaign to fit the requirements, I'm not quite fond of the idea to copy all the files in the map folders. This would make the mod unnecessarily huge. Problem is: every time a new map is presented to the mods maps folder, the map gets a new ID and it seems that I can't just copy one file, for example the map_config.xml or the objects.svg, from a vanilla map and change it to make an overlay, since the map is treated as a completely new one. Is there a way around this? Like referencing the path to the rest of the vanilla map resources somewhere? Or do I have to bite into the sour apple and grab all the vanilla map files to make a slightly modified version of it?