Black ICE 8.2 is out!
Checksum: LXUG
This update cumulative which means it includes the 8.1 patch. You do not need 8.1 to install this. You do however need the 8.0 release to be installed.
Enjoy!
Changelog:
~ Body armor tech boosted to be more useful
~ Infantry speed increased to 4
~ Infantry tank SA reduced
~ Assault Gun SA increased
~ various unit terrian movement tweaks
~ Special forces units more expensive and better toughness/ defensiveness
~ LINF has plains/ desert terrian attack/ defence penalty
~ Australian event tweaks by Timasaurus007
~ Canadian MP increased
~ Skoda works location corrected
~ Andrea Doria battleship event pic fixed
~ National focus decision nolonger requires supplies
~ Japan AI will never annexes manchuria at game start
~ Fall Blau will trigger a year after Barbarossa begins
~ Soveist don't receive Barbarossa shock in 1942
~ Iceland/ Greenland come under UK control when Denmark is conquered by Germany
~ US 1937 depression LS penalty removed
~ Germany artillery / medium artillery GFX updated thanks to Schlosser
~ Barcelona Port fixed
~ Minor nations starting OOBs expanded
~ Soviet 5, 7, 11, 45 Mech corps added to soviet starting OOB
~ US Gearing Up For War requires war with Japan or Germany or Soviets
~ Corrected typo in german III Pz Krops
~ GFX added for UK 34th/ 36th divisons
~ Soviet Infra fixed
~ Industrial zone added to Saarbrucken
~ more german historical Pz korps added t event OOBs
~ fixed typo Halftrack transport
~ added localisation for adv coastal defenses engineering tech
~ fixed german PBB being wrong model
~ fighters can ugrade to interceptors
There is written "Black ICE 7.50" in Black ICE 8.0 Alpha installer screen, is it problem?
No it's not we still have to update the installer image. What matters is the checksum in your main menu after you installed and launched BICE.
Great work Panzeroo. Are you guys pumped for HOI4? Do you see BI migrating to it?
Is there anyway to remove end date of the game and change victory conditions ?
About mod thank you.
end date is 1968, even this is kind of meaningless in BICE as we have not done any post ww2 era type events or more crucially unit balance.
im not hearing any music, settings are turned up but im just not having any sound at all...suggestions?
I would delete the blackice folder from TFH/mods, delete the launcher.exe, delete the blackice folder in user/documents
reinstall
Please add things like chinese civil war and korean war! It would make it alot more interesting as i want to play as canada and fight the USSR in a cold war style war.
also, i cant use shift+tab to use the steam overlay in game? have to alt tab?
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con you get the mod whithout the tfh dlc
Cherbourg, Calais and possibly some other major French ports didn't have a naval base and i couldn't build one, it was greyed out as if it wasn't on the coast (couldn't build coastal batteries or beach defences either). I was playing as Germany.
I thought this was a bad install, but now i see Barcelona port fixed, maybe the same issue?
Also, historically speaking the UK and France didn't allow Poland in the Allies, they guaranteed its independance and declared war two days after the German invasion, all the while demanding Germany retreat from all Polish territory. Could this be incorperated ingame? (With a chance the German AI goes soft and doesn't invade Poland rather than the current certain declaration of war?)
ok thanks. Noticed this as well. Will look into the problem.
Thank you for this nice patch. However I have a question that 'is there any plan to make IJA OOB more accurately or expand their OOB?' I have played japan a lot, but its too hard for me to fix and searching historical OOB. So, I ask above question.
what do you suggest to make it more accurate ? Do you have a good source for the 1936 OOB ?
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Dude transport vehicles must receive the latest damage in a war or never required.
Transportation vehicles should decrease.
Mode really super
Hearts of Iron 4 u think you should have done.
Not sure what you mean by this ? The transport units will function fine regardless of their damage, there is no way to prevent this due to game limitations
Will there be mine units for lands too? There were naval mines to use against enemy naval units, it would be very realistic to see minefields and traps in North Africa or Eastern Front as they historically used for so many times.
For Example German player intentionally withdraw from some North African provinces and British Armors have significant damage from mines and other traps and then German player re-attacking there. And also replacing mines should last so long and there should be new technologies like mine-wrapper add-on to vehicles (as it is historical) to minimize mine traps . Just a suggestion. :)
there is no way to create a non moving land unit. The AI will always be able to strategic redeploy the unit. So there is no way to model mines via an actual unit. We could create a new building, but again we are limited in terms of the effect buildings can have on combat ( basically we can only use the fort modifier) so it would be pointless.
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I was playing with Turkey but couldn't replace my ministers (only three and i've made all ministers available at 1936) even if i change my regime to Paternal Autocrat via edit. Is there another way to do that?.
Also Cession of Hatay doesn't trigger because of ideology.
When Destroyers for Bases even triggered, German Convoys are still able to pass through US Controlled Panama Canal, is it realistic or there is a way to prevent this?
Excuse me, Where I can found stratgic effcets picture?
rail_four = {
industrial_efficiency = 0.016
supply_throughput = 0.026
"icon = 30" <- I cannot found it any gfx sub files
}
in common/triggered_modifiers.txt
Thought you might like to know its manufacturing, not manufactoring. do you want me to collect all the misspellings and bad grammar. it would make the project more sophisticated. Also, in strategy effects you dont have imperial university, instead its under Advanced Education investment. There are quite a few grammatical errors.
2nd I wish you would make supply into supply routes they should be bought and applied. Supply depots should be formed at every HQ and should simply take a portion of your IC to create. The new supply trucks should form convoys to and from battle fronts and its efficiency should be impaired by bombing or partisan activity, mobile divisions can be slotted for escort duty. This is a chance for espionage to mean something as espionage was critical in hampering supply in war. This would improve the game immensely. Also agriculture is not represented on the strategic map and it should be, it should form a part of you resources and national consumption and morale intertwined. "Hungry man is an angry man" Supply, supply, supply. Logistics is the most important part of warfare, period.
sure, in a mod of this size I can't find every spelling mistake as well as working on the mod. Always need a good spell checker/ grammar nazi !
the way supply works in HOI3 is hardcoded so we can't do any of your ideas. ( you can bet we would have done these already if we could ;) )
It says 8.0 when ı open his this what it is supposed to be ?
this is a patch for 8.0 which fixes a significant number of bugs and balance issues. Install it after version 8.0
it combines the 8.1 patch so you only need 8.0 and 8.2
You know I was thinking about supply. Couldn't you just take the air transports change the icon to truck, increase the transport capacity, slow the speed and you would have your transport convoys. Several of them going could supply a battle front. Make the more expensive say around 50 IC and give them a capacity of 200(I used relays of air transports to defeat russia as there was 0 supply around the Caspian and toward omsk but could barely get enough supply no matter how much I put into infrastructure and I had to rely on Russian supply when I took a region to keep advancing) You could also have a supply depot event like with Athens and Crete whenever a major region is conquered as a base for supplies and force projection. Middle Asia conquest is undeveloped and it is the most important part of the game. Maybe this would be a way around the coding.
Turkey's independence should be guaranteed by the Soviet Union. Lack of Soviet intervention forces only one path upon the German player, through Turkey to China.
its an interesting idea, but I would never set it up since it would simply be a massive player exploit. The AI cannot do air supply and this would give the player a huge advantage over the AI in terms of supply.
Hello,
First of all, I greatly appreciate the time and effort you put into making this great mod --I've easily put 100 hours into Black ICE, and I still can't get enough of it!
Anyways, since installing the new patch, my game crashes on startup. I receive the error message:
"File exception:
Exception in: virtualfilesystem.cpp, line: 569.
Description: Could not open file: common/countries/Somalia.txt"
Much thanks. Any help would be greatly appreciated.
looks like a borked install. I would delete the entire blackice folder in TFH/mods, the mod launcher, and the blackice folder in user/documents
then reinstall
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Greetings, my name is Warrior044
May i ask you to PLEASE load up Podcat's TFH exe somewhere please?. i am fighting sience 3 days to get my hands on it but whereevr i look i always just get this damn link that leads towards Paradoxforum.
I cant access it even though i registered my game, TFH , made and forum account and everything that they say i had to. i am about to bite into my desk as you Mod looks so hot but i cant play it without the pofcats tfh exe cause without it the game alsways stuck on initilize the map logic. so please i beg you. give me a download link that is NOT sending me to this hell of a paradox forum. if i try to get acess to that link one more time i problably go to al Kaida and learn how to build bomb... cause there the risk of exploding is far less XD (i know bad joke but i am really frustrated by thie damit forum)
paradox own the podcat's TFH exe. Its basically the TFH expansion exe modified by one of the paradox devs. So any links outside of paradox is game pirates. If you are having trouble gaining the link after registering both HOi3 and TFH on their forum you should contact one of the paradox forum moderators. If we link the exe to the TFH expansion here it will be in breech of copyright.
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You know in the strategic technologies alongside blitzkrieg I noticed the absence of MOT PULK (motorized mass movement) the Germans abandoned blitzkrieg around the time of Stalingrad in favor of this strategy. Unprecedented concentrations of semi mobile artillery; heavier tanks and armored trains based on the russian model. They went whole hog for motorized mass.
There is an event for the Germans I think should be added. The relief of Stalingrad, Winterwigwitter, signal- Donnerschlag for 6th army breakout. 6th, 7th, 23rd panzer divisions- LVII Panzerkorps along with 11th panzer and 336 infantry division. This is where BALCK makes his presence known, in command of 11th panzer. HE SHOULD HAVE A 5 RATING,2nd best field commander in the Panzerwaffe hands down. These should be created for deployment on the map to counter any Soviet breakthrough after December 1942, instantaneous. If you want me to rewrite stuff and I help you I would devote much of my time to helping you. You really created something awesome i think I could help make it better. I will add my 2 cents as I go through the mod.
not keen to give the player any help vs the AI...most of the time we have to give the AI help vs the player, so it would make no sense to hand units over to a player for when on the very rare occasions the AI actually manages to do something which challenges a player ! However maybe the idea could be used for the german AI vs a soviet player
Hey Guys, great job with this Mod, i watched a lets play from "Benjamin Magnus Games" and with that, he got me to this mod.
I installed it and 8.2 worked just fine, but the Productionmenu and alle the Eventnames are not right, at least the Black ICE additions, they are always shown like this:
"light_armour_bat" or "national_recruiting-policy-peace_germany_title"
That does not seem to be right!? Hope you can help me, to fix that? ^^
I think, they cant get HoI IV better than this ;)
either you are not playing in English language settings or you have an install error. what checksum do you have ?
Ah, well, i got the Cheschsum: LXUG. But i think the problem is, that my game is in german -_-
Ok, i will install it in english and see, if it works then.
Thank you so far ;)
i think these event based units are bugged. If i choose the options to instead of deployment on map let it put into the production queue, it requires the full IC cost and time like i have started the production of the unit (not everytime, good example german air base building events first it will be deployed in 1 day if put into queue after lets say 3th event of that it will require the full IC time).
if you choose to put them into the production queue you have to manually move them to the top of the queue. Otherwise the game will recalculate the cost and build time based on your practicals. If you don't want to micromanage the production in this way, place them directly on the map instead.
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30 days with 20IC is a huge improvement over building the unit from scratch. The bonus is you get all those practicals from buildings those units much faster and cheaper. Which means you can build more units for cheaper/faster.
to capture fort provinces you need to use heavy assault divisions. There are a lot of units with high fort attack and urban attack bonus. Combine these together with a good fortress buster general. A typical assault division might include some sort of elite infantry ( as Germany you could grab one of those unique ss brigades) heavy artillery, railway artillery, commandoes, engineers, heavy armor, battle commander. This unit with a good fort buster commander will help wear down a key battle in one of those provinces. You can build a number of them and attack from multiple provinces. Such battles will still take time and you will still take losses, but its very much possible.
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