Description

Remove all previous Black ICE folders/ files - this is best done by navigating to TFH/mods and deleting the entire Black ICE folder. Also remove the Black ICE launcher from the main HOI3 directory. Old BICE files will cause conflict issues. Make sure you are able to download POdcat's TFH exe from the paradox tech support forum ( you will need to register TFH expansion on their forum). The mod won't run without the altered exe. Place the installer in the main HOI3 directory and run. It should install a Black ICE folder in TFH/mods. You might also need the 7.03 map cache if you are having issues with building the quads when you start the mod first time. The map cache needs to be unzipped in the user/ documents part of the game files. Look for paradox/hoi3/blackice/gfx/maps and unzip the cache there. Reccommended 1920 x 1080 or more screen resolution. XP computer systems not supported. Check out the Black ICE sub forum on the paradox HOI3 forum for lots of great BICE sub mods !

Preview
Black ICE TFH Version 7.03
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nemostill
nemostill - - 22 comments

Great!Thx a lot!!!

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sickpeople
sickpeople - - 28 comments

Been waiting for this for a while. Thanks for the new release! :)

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WilhelmPan
WilhelmPan - - 9 comments

Exciting! What a Great News! Thank a lot!

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PANZEROO Author
PANZEROO - - 1,461 comments

7.03 Map cache Mediafire.com

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KingKetsa
KingKetsa - - 424 comments

:OOOOOO

MY LEGACY!!!11!

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oouuzz4
oouuzz4 - - 19 comments

Thanks BlackIceTeam.

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Todd_The_Wraith
Todd_The_Wraith - - 171 comments

is there changes to the postwar borders?

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PANZEROO Author
PANZEROO - - 1,461 comments

No time to work on this as yet.

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^Spartan-117
^Spartan-117 - - 24 comments

congratulation!

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^Spartan-117
^Spartan-117 - - 24 comments

waiting for a long time@-@

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voltar
voltar - - 44 comments

Yay!

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Guest
Guest - - 690,250 comments

Please make a low-resolution version

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PANZEROO Author
PANZEROO - - 1,461 comments

The guy who does the GUI is no longer working on low res versions. Which means someone new would need to create it. Not even sure if its possible anymore due to the way the tech screens are set up.

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Guest
Guest - - 690,250 comments

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Batonik26
Batonik26 - - 9 comments

First of all thank you very much PANZEROO and friends for this awesome job! You have changed poor HOI3 into a great game.

But there are also some cons (sorry for language - I'm from Poland). I've played several hours with 7.00 version of BICE, previously knew only version 3.1. The newest game is unfortunately step back... Sorry to say it, but some changes gone worse. My two general objections are: divisions without people and only with addons (all those artillery and so one) and consumption of manpower. For example about 1938 year Germany and Russia consumed all(!) manpower I've added them using cheats (wanted to make game harder) - some about 3000. Both countries have literally dozens of planes and weak divisions, which soon will be at 0 manpower. Big problem is also performance of the game, even with proper podcast and on good computer. Must say that version 3.1 gave me more fun than this one.

Anyway - great respect and thanks for you're time! Hope didn't offend you, as I like very much you're kind performance on this forum!

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PANZEROO Author
PANZEROO - - 1,461 comments

If you give those countries more MP then they will build more and won't be able to sustain the divisions when they start to take combat losses. the game isn't balanced for cheats so its not really an issue. With so many extra units your performance problems are also obvious. Not much we can do if you decide to change the mod in this way as its not designed to work like that.

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PANZEROO Author
PANZEROO - - 1,461 comments

a better way of increasing difficulty is to increase the IC efficiency levels for the AI ( and perhaps research efficiency) in static modifiers.txt. This will allow units to be produced faster and cheaper as well as techs researched faster. the units produced will still be controlled by the LUA and the normal manpower levels so it won't tend to get ahead of itself so much and then suffer manpower problems when losses mount. There is a fine degree of game balance to achieve in terms of manpower amounts, numbers of units produced, and combat losses.

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Batonik26
Batonik26 - - 9 comments

Well - didn't know that - maybe this change spoiled the game. Thanks for info - I'll try normally with version 7.03.

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Guest
Guest - - 690,250 comments

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Guest
Guest - - 690,250 comments

For some reason all the flags are incorrect for me? For example Great Britain has USSR's flag?

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PANZEROO Author
PANZEROO - - 1,461 comments

you might need to reinstall. Did you remove any old BICE files ? Otherwise go to user/documents and find paradox/hoi3/blackice/gfx/flags and delete the contents.

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stiefelss
stiefelss - - 5 comments

Mod has HUGE optimization issues. I turn off all side applications, game runs almost my entire physical memory, any alt+tab or switch to screensaver makes game crash. Fix this **** please. I shouldn't need a supercomputer to run a game from 2009.

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PANZEROO Author
PANZEROO - - 1,461 comments

you need podcat's TFH exe.

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Batonik26
Batonik26 - - 9 comments

Hi - game really perform better when there is less units on map. Think that newest version goes slightly better. Sometimes crashes during making save, but generally is stable. Fine new ideas - great idea would be get possibility to mine waters, like those around Italy :-) Other idea would be changing templates for computer divisions - too small manpower, too many addons.

I have such situation - as a Great Britain player got 10 000 manpower - is this normal?

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Batonik26
Batonik26 - - 9 comments

Once more - about mixed flags or inactive techs - you have to remove older version like PANZEROO says. I had the same problems and now mod works fine.

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PANZEROO Author
PANZEROO - - 1,461 comments

we had the sea mines in older version, but they added a lot of performance issues and so they are scrapped.

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PANZEROO Author
PANZEROO - - 1,461 comments

10,000 MP for the UK is not normal, though it could depend on your difficulty settings and what you are building/disbanding.

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hunter748
hunter748 - - 81 comments

I like the "preview image" for the new version..........!!!

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Batonik26
Batonik26 - - 9 comments

I have another issue - in 1941 year Germany has discovered max techs from most possibly branches. No wonder they are able to make easy attacks on British Isles just with garrisons and are beating my panzer divisions just with touching them :-). Slightly overstrenght of Germany is ok, but not like that. This is an old problem of HOI3 - thought it will be resolved in mod. When played in HOI3 always had the same situation: in 1939 enemies where able to attack me with several (!) atomic bombs (usually just one level of reactor was enough for making 20 bombs...). They also had in 1939 discovered all possibly researches. Sorry but mod isn't playable if repeats this bug.

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PANZEROO Author
PANZEROO - - 1,461 comments

that's basically impossible unless you are using changed research efficiency for Germany, and doing this playing on the hardest settings. The mod is balanced very differently to that for normal gameplay. For a start the AI isn't likely to research too far ahead of time anymore and doing so will incur a larger research penalty then vanilla which makes this very ineffiecent. Also up to 1941 german leadership wouldn't be high enough to cover all branches of techs and maintain officer ratio and diplomacy. The AI won't put all its leadership into research in any situation. So basically what you are reporting is either a result of cheat codes or altering research efficency to far in the files.

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Batonik26
Batonik26 - - 9 comments

It was like that: until 1939 research of Germany and my (Great Britain) were comparably, with emphasis - they land army, my - navy and air force. But with starting the war they got dramatic boost and during 1,5 half a year were able to discover all (!) infantry, tank and doctrine branches to max level. Must admit that used cheats for me ("instant research" sometimes) - was that affected on computer? It would be strange, because didn't affected on France and Belgium - they armies also were fought by German garrisons - best army of ever :-)

In version 3.1 there wasn't such situation, so thought BICE resolved problem.

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PANZEROO Author
PANZEROO - - 1,461 comments

instantresearch will research all the techs in the queue everyday which is covered by leadership values. So basically running it for a week will result in countries like Germany gaining every tech. Minors and weaker majors such as france who may not have as much leadership for research will not gain all their techs as quickly. This isn't a mod issue or even a game issue, its a direct result of using instant research. Bottom line, if you use cheat codes you will break the mod. Its not balanced to take that sort of thing into account.

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sbelcl
sbelcl - - 14 comments

Hey. Great mod! I have a question though. I've started a new campaign with USA, selected normal dificulty and everything went fine until March 1936. Then all of a sudden all of the resources skydived to like -400 for energy and -100 for rare materials and so on. By the October I was all out of resources and entire economy halted to a stand still?! I've started a new game and same thing happend. Is this supposed to be that way?

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PANZEROO Author
PANZEROO - - 1,461 comments

no. Difficult to know what happened without knowing what you were doing at the time. What strategic effects had fired ? what choices did you make in events during this time ?

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sbelcl
sbelcl - - 14 comments

I usualy go for "Science", "Send in goon squads", I'm building olny two carriers and two CAGs. BIS 2000. Leadership goes almost everything into research. I've picked two ministers with +5% resources.
Energy production is 135, energy usage is 537.
At the 01/01/1936 is at more than 900 production! Where did it go?

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sbelcl
sbelcl - - 14 comments

I've found out what was going on. The combination of "Full civilian Economy" and "Send in security forces" reduces resources output to 1%.
Full civilian economy: -50%
National revolt risk: -49%
If I select "give'em cake" the national revolt risk gives only -9% on resources.

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PANZEROO Author
PANZEROO - - 1,461 comments

ah yes your revolt risk is a little crazy there.

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rdas
rdas - - 2 comments

Firstly, the BI mod team deserves a lot of credit and my thanks for improving an otherwise moribund product. I really enjoy the game but feel Paradox has lost its way in supporting the dedicated user base. BI's mods have injected new life into the product.

I am currently playing the BI v6 version and will upgrade to the v7. Before I do, can I carry on playing where I left off a saved v6 game using the new v7?

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PANZEROO Author
PANZEROO - - 1,461 comments

Thank you ! The V.6 mod won't work with V.7. However a restart will be 100% worth it due to all the changes.

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Batonik26
Batonik26 - - 9 comments

Hi, after playing some time (without cheats), have some notices. Game performs perfectly: fast, stable - everything is OK. Ideas are good, computer do his researches as it should be, however, Germans are overpowered - no on can fight them. They still can beat several Russian divisions with only one unit, as well as me - even if we have the same techs, don't loose organisation during the battle - simply superpower. No chance that Russia defend herself - I think Germans are seriously unbalanced.

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PANZEROO Author
PANZEROO - - 1,461 comments

depends on the campaign timeframe. Different nations will receive different modifiers at different points in their campaigns. For example Germany gains a bonus during the blitzkrieg period vs Poland > France > Balkans campaigns. The soviets get a big penalty during the first 6 months of Barbarossa and regain some bonus during the first winter. AI tends to receive more bonuses then the player due to the handicap the AI is under. It does depend on your national difficulty settings. However the German AI very rarely wins in Black ICE so is not at all overpowered.

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Guest
Guest - - 690,250 comments

Will you ever add P.O.W Camps that the Player or AI can fight for to get some of his units back, that they lose in combat?

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PANZEROO Author
PANZEROO - - 1,461 comments

POW camps and anything related to POWs are banned by paradox on their forum where the mod is hosted. The mod would also get banned if we added those things.

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Guest
Guest - - 690,250 comments

I am playing as japan and I have received a number of nonsensical events.
One was about my HQ being destroyed which greatly impacts my organisation and after checking, I haven't lost a single hq.

Another kind of events I receive are about losing capital ships that lower naval organisation, but these are all false as I never owned any of the capital ships named in the event and I haven't actually lost a single ship either.

Other than that I'm enjoying the mod.

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PANZEROO Author
PANZEROO - - 1,461 comments

those events will trigger if the unit in question - the special HQ or political leader, and the ship - are not on the map anymore. Either the name was changed, the unit was removed at some point, or it was destroyed. Basically the trigger checks if the unit name no longer exists. A common mistake is when people play a custom game start and remove the unit without realising. This will trigger the loss event when the game starts. It can also happen if the unit is renamed for whatever reason.

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Guest
Guest - - 690,250 comments

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moddb1996
moddb1996 - - 3 comments

Hi, may I ask you is however I download this and that, it always can not start, so can you teach me how to do it???

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Batonik26
Batonik26 - - 9 comments

Hi Panzeroo - this time I ask for some help/advice. Have such a problem: playing as a GB cant repair my planes. T tried almost everything: allocated them in better bases, in capital, allocated much more resources, than needed, developed researches, that should improve repair ratio, prioritized them and so on. And thats all for nothing - have severall planes at zero manpower - they litteraly dont repair at all. Meantime German can repair their planes quickly, so I cant fight with them :-) What Im doing wrong?

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Guest
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