What does Black ICE add to HOI3?

  • Literally hundreds of events, both from ICE (optimised for FTM and the Community Map Project) as well as many new custom made events. Includes many events for all the majors and specific theatre events such as Barbarossa and North Africa.
  • 80+ unique techs (many from ICE)
  • 70+ unique units (including SS and Soviet Guards)
  • New loading screens and sound effects thanks to Antenociti and Death6
  • Thousand hours of bug fixes and play balance building on the unique units and techs from Mk V to Patch 10
  • 100's of ICE events and new customised events.
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Blog RSS Feed Report abuse Latest News: New Update nearing completion !

19 comments by PANZEROO on Oct 1st, 2014

New version is getting close. We have reworked the armor techs. This involved changing the tech layouts, how the models progress, and a general rebalance. One of the main changes was the way each new model level uses a prototype design tech to upgrade. The prototype tech requires at least 4 main techs to unlock. For armor this is chassis, engine, armor plate design, and the gun.  By themselves none of these techs add any stats to the tank. So tech rushing your gun or armor plate will not now have any point. You need all those techs to unlock the new prototype tech which will then increase the tank stats. You will still have minor techs to customise and increase some stats of the tanks. Besides making tech rushing almost pointless this also means event OOB armor will now be more up to date and require less upgrading before going into battle. Good news for the Afrika Korps , and the various sea invasion OOBs.
We are doing the same system for infantry based units.  The main aim no is to make this system easy to grasp and intuitive in the tech tabs.
Besides the changes to these techs there has been a lot of rebalancing and tweaks across the board. IC will in general be lower and possibly less efficient. Heavy IC is not available to build until a nation goes to war and the IC techs are slightly less productive.
Still got some play testing to go here, though in general having huge IC amounts will be a thing of the past. Along with this ship costs have been increased substantially and CAGs are back in vogue. A little faster to build and better anti ship capabilities.
Speaking of ships we have added new unique capital ship units for the majors. This means that the Bismarck now has its own unique ship counter and its own unique ship loss event. Lose the Bismarck and the Kriegsmarine morale will fall for a short time.  We have also added a small event chain for the 2nd London Naval Treaty which mainly effects the Allies and their ship tech levels.
There has also been some substantial reworking of the AI LUA and its research. Also we have remade the BICE launcher to prevent save game compressions and currently working on adding the mod difficulty settings into the launcher itself.

Aiming for the 2nd week in October

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Hotfix 6.26f

Hotfix 6.26f

Aug 25, 2014 Patch 66 comments

Place and run the hotfix installer in the same place as 6.2 (in the main HOI3 directory alongside the game exe) Make sure you have podcat's TFH exe overwriting...

Hotfix 6.24 Installer

Hotfix 6.24 Installer

Jun 6, 2014 Patch 116 comments

HOTFIX 6.24 released as an installer. Fixes German infantry model level bugs, reduces the T 34 tech event bonus, Pz 3 Div spam, adds Pz Div 16 event OOB...

Black ICE 6.2

Black ICE 6.2

Jun 4, 2014 Full Version 31 comments

Install Insturctions ! You need TFH patched to 4.02. Totally clean of ALL old Black ICE files and folders. Including the launchers. Make sure you have...



Apr 18, 2014 Patch 56 comments

Hotfix for a number of bugs and balance issues. This is a manual install so you need to navigate to the TFH mods folder and locate the BlackICE mod folder...

BlackICE 6.0

BlackICE 6.0

Apr 13, 2014 Full Version 36 comments

The next installment of BlackICE Brought to you by Panzeroo, Maverick87, and Marneman. Changelog for 6.0 AASF costs 5% not grants 5% IC remove soviet...

Black ICE Mk VII 5.01

Black ICE Mk VII 5.01

Mar 2, 2014 Full Version 71 comments

STEP ~ 1 MAKE SURE YOU HAVE PODCAT'S TFH EXE ! ! ! You can find this on the paradox HOI3 forum once you have registered your HOI3 base game.(the expansions...

Post comment Comments  (0 - 10 of 828)
Shield89 17hours 14mins ago says:


just one word to this mod: marvellous :)

But I've got one question: In general this mod run's very stable at my computer but I've got problems with saving games. Especially after annexing countrys, the game crashes at 5 of 10 times. Does anyone also have such problems? In compare to version 3.x the version 6,26 runs significant more stable.
I've already read in the "latest news", that Panzeroo tries to enhance the BICE launcher to avoid such crashes but I'm really interested if someone has similar problems.

+1 vote     reply to comment
Spe¢ter 17hours 18mins ago says:

I've never played the game without Black Ice, so I'm not sure if this was a bug in the main game or just this mod, but I have this irritating problem: if you declare war on any country with the "Acquire Territory" method, you can become a super power as any country. For instance, if you're playing as Latvia and join the axis, when Norway is attacked by Germany, you declare war on them yourself and select "Acquire Territory> Norway". Then, once Germany wins the war, all of Norway goes to your control. You can do this even if your allies don't attack first; for example, you can declare war on Greece, select "Acquire Territory> Greece" and all of the axis will rush to attack it. Once the war is won, all of the territory goes to you. I guess this is minor if you set a goal to yourself to play fair, but I just can't not use it. Is this fixable? Thanks!

+1 vote     reply to comment
robi212 Oct 26 2014, 2:24pm says:

You should make a Youtube channel for the mod it would be great seeing you making some tutorials or playing bice.
Anyway... when is the new version coming ???

+1 vote     reply to comment
Shield89 16hours 42mins ago replied:

well, haste makes waste :D we have to let them time

+1 vote     reply to comment
PANZEROO Oct 25 2014, 12:29am replied:

is the navy under the main theatre control ?

+1 vote     reply to comment
ICEMAN9696 Oct 25 2014, 2:42am replied:

are the supposed to be?

+1 vote     reply to comment
PANZEROO Oct 26 2014, 12:29am replied:

The air and naval units only really work correctly if they are under control of the theatre. It seems interceptors will work ok under small HQ levels, but things like bombers only really work when placed in a theatre command with lots of land forces. The bombers will then support the land combat. Naval units are the same.

+1 vote     reply to comment
ICEMAN9696 Oct 26 2014, 2:19am replied:

Ok thanks. so if i check auto assign in production will they be assigned directly to the theatre or will i have to assign them manually?

+1 vote     reply to comment
PANZEROO Oct 26 2014, 2:24am replied:

auto assign is tricky. In theory the AI should assign the units according to what it thinks those theatres need. This can work well or it can make no sense to what you want in game. The issue with BICE in this regard is that you are much better off micro managing your air and naval assets.

+1 vote     reply to comment
ICEMAN9696 Oct 26 2014, 1:15pm replied:

Ok so I made sure that all the bombers and naval units are directly under HQ control but is still does nothing with them during war time. So I guess I'll have to micromanage them then

+1 vote     reply to comment
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Release Date
Released Oct 8, 2012
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Highest Rated (8 agree) 10/10

Simply amazing.

And dl link is on official forums ;-)

Sep 23 2012, 9:16am by oumajgad

Lowest Rated (3 agree) 1/10

Where's the download?

Sep 22 2012, 10:30pm by dramatic_cat

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