Newest version of Black ICE - New features, better AI, bug fixes and more GFX.
BICE 4.3 fixesmanybug in 4.2 version as well as rebalances much of the AI production and research. The main features it adds include the ability to blockade ports and expand airbases beyond level 10, up to a level 40 airbase.
Full Changelog
~ reduced Canadian leadership
~ UK MP reduction
~ Italian air model GFX completed
~ UK airmodel GFX continued
~ US Airmodel GFX continued
~ German Blitz of Uk event chain
~ All supports have defensiveness reduced by 90% ( except engineers)
~ All nations now have Homefront conservation events when war begins
~ Coast Guard, Civil Air patrol and Merchant Marines Act events added to USA
~ across the board MP reduction for the AI
~ Major nations should build more infantry and less tanks
~ 2nd Vienna award now works
~ heavy armor cost and supply/ fuel usage increased
~ UK TFH decision effects reduced
~ Uk can choose not to annes Egypt in 1937
~ Soviet 1936 OOB tweaked
~ error in airport transportation level 4 fixed
~ BEF OOB updated
~ increased ship air defence
~ tweaks to cast armor vs welded armor event choice
~ Soviet For the motehrland decision effects more random now - there is a chance the soviets will not suffer as high a penalty
~ German destiny decision for player lasts for a shorter time
~ war checks for various UK events
~ French 1936 OOB is slightly weaker
~ cag stats increased
~ interceptor and multi role air defence increased slightly
~ tweaks to chinese OOBs
~ Spies cost less leadership and should be harder to detect
~ upgrade cost increased
~ tech rushing slightly more expensive
~ Chinese coastal region Japan annexes tided up
~ Herman Goering division upgrade event chain
~ soviet evacuation of Moscow should be more effective now
~ Port Blockade system added
~ Personality events options fixed
~ annual economic choice event now requires an amount of supplies to trigger
~ starting strength of infantry/ militia based brigades reduced and more dependant on doctrines
~ Airbase expansion system added - airbases can be expanded to level 40 via techs and events
~ Battle commander creation changed to require a tech, Battlecommander recognition
~ Manchurian leaders added thanks to franc sher
~ Battleship tweaks thanks to 4b4dd0n
~ unit/models defiens for aircraft errors fixed
~ National Unrest events added
4.3 brought to you by Panzeroo, Maverick87, Marneman, Hadadad, MOK42, Surt, Berlinchingen, Brenner, franc sher, 4b4dd0n
Is it working with low resolution(1024x768)?
low res version is still being built. The guy who does the GUI for it mods on the weekends, so it takes some time.
The commander traits on the Generals assignment screen have seemed to drop to a second row. Why? unless it's a bug. There's no reason, it's very disorienting to have to look at another row for each general, one that only have this info, not to mention this doubles the length we have to scroll through.
this was the only way to fit in the extra traits generals have ( and can gain) in BICE.
I hope a patch to play with low resolution 1024x768...
Could anyone let me know if this works with multiplayer? I just tried it with a friend and were not able to join eachothers games
si, pero necesitan tener la misma version
if you have the same checksum you can play multiplayer.However not sure how the game balance will be overall as the mod is only being balanced for single player. In 3.2 the soviets/allies were way overpowered in multiplayer.
I wrote it on facebook, but I hope to soon have a patch
to play with lower resolution 1024 * 768
Hello! I really like the mod but i have to tell you some "problem" i encountered, I really hope that the maker of this mod reads this because its very important to me. As Japan you have NO chance against nationalist China, NO MATTER WHAT YOU DO, i tried to even "cheat" basically by doing custom start and making myself pretty..unhistorically strong in a way but nothing worked, the gurilla event appears like every day and china gets such a million units of militias together with their allies, they have such a shitload of militias, its crazy, no matter what i try nothing works against them! Am i just a pretty bad player and its supposed that china is appearntly "undefeatable" while i easily crush them in normal HOE? or is it a balance issue?
You should as Japan be able to easily defeat China. Have you tried multiple sea invasions at various points along the coast to split up the chinese militia hordes. If you use a lot of marine units you will easily defeat the militia. The little things count, such as division compostion and aiming for maximum CA bonus. The chinese units a small and weak in terms of CA bonus and terrain benefits. Set up a behind the lines security theatre with anti rebellion units in it. Fascist militia is a good cheap unit for this. Put the theatre on AI control so you don't have to worry about it.
Thank you really much for the hint, I will try that next time...its just in normal HoE i didn't needed to do the sea invasions to break through so i thought it would be the best idea to just come from north with overwhelming forces...but then overwhelming militias came^^ anyway, Im gonna try it! Thanks!
Hey again, I tried everything but nothing worked against them! i landed with a whole lot of units to split them but no matter where i landed there were militias already basically and always more than my guys ): Do you know a way how i can make them weaker in the game editor or something? (I have no clue about modding in this) and what i also want to say is that the popularity thingy that gives bonuses/penalities is dumb if you cant get your party to a high popularity basically, I mean i had like 10x more organization than any other party and increased it with spies all the time and still it got unpopular ): isnt the organization supposed to increase the popularity?
I agree about this dude...Chinese are undefitable or wery hard to defeat...one thing is trubeling them resurses...thay canot supplie there troops on chines teritory...
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İn !366*768 screen really big and slipped.Most events and tecnologies not seem until I pulled it.I try other res. but still same problem
there is a low res version available. have you tried that yet ?
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"The main features it adds include the ability to blockade ports and expand airbases beyond level 10, up to a level 40 airbase. "
How do i blockade ports?
Are these my own ports that i block using land units, or enemy ports, denying their use for the enemy navy?
Or is it like that you can blockade the Gibraltar straight?
This is what marneman wrote about the blockade ability ( he created it)
"Experimental Blockade System in Black ICE v4.3
Hi gang! Just a short note to explain how the new blockade system in the upcoming Black ICE v4.3 works.
First, some caveats:
• It isn't perfect.
• It probably has bugs in it.
• It isn't how I originally wanted to implement it.
Sadly, due to the constraints imposed by the scripting engine, this isn't what I had originally wanted to build. But it does work, so ....
In short, you can now move your naval fleets to AI enemy ports and blockade them. Once you have your ships in position, and after a short deployment delay, all "major" (L8+) enemy ports that connect to the sea province occupied by your fleet will temporarily have their port levels lowered, thus lowering the amount of material that can be shipped into/out of the port, as well as the port's repair bandwidth. So, depending on the sea province in question, you can block multiple ports at once! If you leave the province, ostensibly because the enemy has run you off, the port will reorganize itself over time and its original level will be restored.
The first unreleased version that I wrote simply gave the AI a malus to naval base efficiency. Worked great, but wasn't terribly realistic, as that penalty affected all enemy ports, not just the one(s) you were blockading. So, I tore it up and redid it - so now, the port penalties are very directly tied to the specific port(s) being blockaded.
If you find any bugs in it (especially performance-related), please let me know so I can take a closer look.
Already on the todo list for the blockade system:
# AI blockading AI
# AI blockading players
# Multiple levels of blockades depending on how long the blockader has been in place
# Possible small bonus to supplies/resources for blockader (representing confiscated supplies and war material)
Enjoy!
Cheers.
Marne "
But
Cound SS block the port?
possibly, though its likely subs will get caught by any roaming destroyers or aircraft.
Hey, can you help me with a bug I got on the mod? When I start a new game, and I try to speed it up, it just crashes! When I try to speed it up, it goes to me to say "HOI3 Stopped working" etc etc. Can somebody help me with this?
do you have podcat's TFH exe ?
Hey, its me again. Listen, false alarm, I fixed it by uninstalling every single file from the BI earlier version, installed this, and rolled out. And I must say, this mod is really awesome, so much work put into it, and for once Engineers are mandatory in that game! Really nice work!
guys, could you pls tell where i can find Hearts of Iron 3: Their Finest Hour with Black ICE v4.3b in one file?
There is no such file as 4.3b...at least not yet ;)
4.3 is the most recent and its all you need along with paradox's HOI3 TFH game itself ( and of course podcat's TFH exe which is also a paradox update). You can find the podcat's TFH exe on the paradox forum once you have registered your base HOI3 game keycode.
What is this file "PODCAT'S TFH EXE"? I cant log in to paradox forum since i lost my password there and it was connected to an old e-mail. Besides the forum administrators arent reading their support mail. So HOW am i gonna get this file you talk about? I have an old Black ice version currently and just recently wanted to play this game again. Plz help me get this to work! Thx
Unfortunately there is nothing I can do about this as paradox own the podcat exe. Its a tech support update which they released and they control the links for it.
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Podcat's TFH exe basically allows the game engine to use more then 2Gb of computer memory to run the game. Its not important for vanilla or other mods, however since BICE adds so much more content its essential. You might be able to google a way to change the exe to allow more then 2Gb memory yourself if you are computer savvy enough.
Panzeroo, could you tell please, why BICE 4.3 beta always crashed when i load the game?? I download TFH, patched it to be v4.02, put the podcat TFH exe in the main directory, then setup MkVIIv4_03_3r2702 in folder HOI3/TFH/mod, two unins files and panz.exe i put in the main directory too. Then load the game. There is no new loading screens and sound effects, and at the last picture with ships game always crashed((( Can't understand why...
did you place the MkVIIv4_03_3r2702 in the main directory and run install ? It will create the file path from here, so if you placed it in the TFH/mod folder it will duplicate the folder and not work.
i place exe file MkVIIv4_03_3r2702 in hoi3, run install, browse the folder
HOI3/TFH/mod
so then i have HOI3/tfh/mod/tfh/mod and the files. I just cut them and do HOI3/tfh/mod/BI. unins files i put in the main direct
there could be a map cache problem. Incursio.com
This needs to be unzipped and placed in documents/paradox/hoi3blackice/maps
and what about new loading screens, there is no) or it is ok??
oh, and one more question) should i replace unins files agains vanillas?
if the new loading screens are not up then something is wrong. Are you using steam ?
no)
Panzeroo, it works) but with old loading screens, in menu window:
blackice MKVII v4.3 beta) anyway, thanks for help). You and your team create awesome mode
strange, but if it works then that's all that matters !
The air base that has majoy airbase still can "repair 10.00 units each day efficiently".
When will it can repair 40.00 units each day efficiently?
unfortunately we can't change that part of the airbases. What we have found we can do is increase the overall size of an airbase by adding more levels to an existing base in an event. So to do this we have a series of techs which when researched trigger an event which then adds another 10 levels to an existing level 10 airbase. So the airbase isn't getting more efficient, rather its getting larger.
all existing level 10 airbase will be added?
what happens is the tech for expand airbases triggers a possible event ( if all conditions are met such as supplies/ money) which allows the purchase of a major airbase strategic resource. This new resource will then attach itself to an existing level 10 airbase in your nation, at random, by the game. From here you can then research more techs which will add another 10 levels to a major airbase strategic resource. Again the game engine does this at random. There isn't a good way to make it more specific and it evens out the feature with the AI. In 4.3 there is a small typo in one of the tech requirements as well, however with this fixed the techs will potentially allow you have gain airbases which can house up to 40 air units. You can have as many major airbases as you are able o purchase
THX
Get it~
:-)
Anyone else that gets the "Trojan crypt xpack" warning from antivirus upon running Panzeroo exe?
no. Little chance unless modDB have a virus attached to it which is unlikely.
Thought so too. Maybe it somehow came off the moddb site when i dl the file?
I think i got rid of the virus though.