If you add a new unit or brigade type you should definitely add a column with its modifiers to modifiers.csv or brigade_modifiers.csv respectively or otherwise you'll experience incorrect modifiers for all units/brigades in the game.
For editing of leader traits I would recommend you to use this powerful tool:
http://forum.paradoxplaza.com/forum/showthread.php?755222-DH-Capable-Data-Editor
Any ships with high enough shorebombardment value (defined in the unit models file) can do Shore Bombardments. You cannot enable a mission to a specific unit type only as mission availability and efficiency are defined for the country and apply to all units that can do that mission.
Thanks, that helps a lot.
I do have a problem, however.
That tool will be very useful in making the techs and units (thank you very much for pointing me to it, you probably saved me a few hundred hours there), but I'm not entirely sure it'll help insofar as what I was needing.
Either that, or I'm missing something again, which I must admit happens quite frequently.
Anyway, as an alternative to my original query (which I think I worded poorly anyway), how do the Panzer Leader and Sea Wolf traits calculate their bonuses?
Are they instructed towards specific units, do they function based on a unit's 'RealUnitType' setting, or do they calculate based upon unit composition... or is it something else entirely?
I ask because my mod adds a few armored divisions and submarine types and I don't want to leave them out of the fun.
While on that subject, the game implies/out-right-states that Interceptors gain bonuses against Bombers (All Bombers or just Strategic Bombers, I can't recall atm).
How is this done?
One of the units I'm trying to add is a HiMAS (High to Medium Altitude Defense) SAM/ABM unit/base (as an Air Unit) as a sort of expensive late-game air defense option (my eventual goal is to reach all the way to 2050 in technology, but I'm aiming for the more realistic goal of 2000ad right now... either way, SAM sites were a big thing during the Cold War).
That being said, is it possible to make the missile kill itself after use, like the flying rockets, at the same time?
(I ask because I can't find anything that makes the rockets do so, yet from my experience they always do... of course, I could be mistaken.)
Again, is this based on the unit's 'RealUnitType' setting (my guess atm) or am I missing something?
Secondly (thirdly?), can I ask what the actual effects of the additional Leader Traits are, beyond what is put in the modding documentation 'leader traits.txt' file?
Because the HOI2 Editor listed quite a few more than that .txt file did, and after just loading everything onto a test leader I found that they all load in-game as what the editor lists them as.
Or are they merely artifacts of the engine or something similar, meaning that they do nothing but look pretty?
Also (I should probably save this for another time, but it's on my mind atm), is it possible to allow certain naval units (divisions) to upgrade while leaving others as they are (non-upgradable)?
Some of the new units I'm adding are actually squadrons, flotillas, and/or fleets, so it stands to reason that they could be upgraded by gradually swapping out the individual ships (at 1:1 unit cost, 0.8:1 time [same crew = less training]), but individual ships shouldn't be upgradable.
That's all for now, I guess, and sorry for asking so many questions.
Thanks for your time, all.