To Install Manually delete any old versions of BICE from the TFH/mods folder and remove the previous mod exe.
Step 1:
After you have downloaded BlackICE, copy the installer to the same directory that as the hoi3game.exe and hoi3_tfh.exe files in it. Generally speaking, this will be somewhere like:
• d:\games\Hearts of Iron 3
• c:\games\steam\steamapps\common\Hearts of Iron 3
Step 2:
Install Podcat's LAA (Large Address Aware) version of the HOI3 .exe file with BlackICE. This will solve a great many issues with the game crashing as it will take advantage of the larger amounts of memory that newer computers can use. Podcat's LAA .exe file can be found in the following Tech Support thread on the PI forum
•Overwrite the original hoi3_tfh.exe file with it.
Step 3:
Run the
New: historical unique units/events for USA: 4th and 5th Armored Divisions, USS Iowa, USS Missouri
• New: Many new unique units in the game, including all of the primary starting land divisions for USA, GER, and ENG.
• New: New and improved ship model images for all unique ship units
• New: A new battalion-sized standard Infantry unit has been added, as well as an SS version.
• New: Many battle command and political leader units have had their model images updated.
• New: Added the historical Dutch "Prinses Irene Brigade", which forms in England in 1941. Also added the historical Dutch leader of this unit, AC de Ruyter Steveninck.
• New: Implemented optional/scripted invasion of the USA by GER if ENG falls or is really on the ropes.
• New: Added the historical Mexican Expedition Air Force (201st Fighter Squadron) as an expeditionary force to the Philippines in 1945.
• New: Added a decision/event for the Canadian expeditionary force that assisted the British in their defense of Hong Kong in 1941.
• New: Higgins Boat Prototypes event for the USA
• New: Transport ship changes: Transport Ships are now called "Troop Ship Flotillas", and carry more, but are unable to perform amphibious invasions (except for the AI, which needs this capability).
• New: Landing Craft and Assault Ship Flotillas are available for amphibious invasions, and have been adjusted, with several new techs are available to improve them (bow ramps, machine gun positions, twin engines, structural improvements, armor plating, and auxiliary fuel tanks).
• New: Added additional units to the list to receive amphibious defense bonuses when assaulting from landing craft flotillas or assault ship flotillas. In general, traditional infantry and light infantry units receive defensive bonuses when using landing craft, while heavier vehicles such as armor and mech infantry receive defensive bonuses while landing from assault ships.
• New: Added a new tech folder for "Transport Technologies", which covers Troop Ship Flotillas, Landing Craft, Assault Ships, and all related improvement techs.
• New: USA and ENG now get the equivalent of the Liberty and Fort/Park ship programs, with rolling construction of prefabricated/discounted convoys. For the USA, this resulted in an expansion of the 1936 Merchant Marine Act, and for ENG, it involved the introduction of the British Merchant Shipbuilding Mission event. Now, USA/CAN have a real choice to make. If they help ENG to build prefabricated merchant ships, they get a small IC malus for the duration of the program (6 years basically). They also get some relation improvement. If they choose not to help, they piss off the Brits with a negative relation gain.
• New: New model images for generic HQ units, generic transport planes, generic transport ships, and Aux vessels.
• New: 2nd Cavalry Group OOB event for USA. The USA will now get an event for the formation of the 2nd Cavalry Group as a combined arms unit once they take control of, and have units in, Caen (Normandy).
• New: German SA leaders added by Gamer_1745
• New: Added leader_brigade and model image for USAAF GHQ
• New: Osttruppen event OOBs
• New: All new model images for all custom units in the game (USA, GER, ENG, JAP, ITA).
• New: All new model images for all HQ and HQDEF units in the game. • New: new unit type - the Division HQ unit. This unit now carries the primary Combined Arms (CA) base value for a division. I mean, you can have all the tanks, artillery, and infantry you want, but if no one is around to coordinate them, sorry, but you won't have combined arms ... you'll have a mess! Any way, to compensate for this, the max division size has been increased to 7 brigades. However, building a division without one of these units (or one of the more expensive mixed/mot/arm support brigades - which also carry a CA base value), will not be very effective. In doing this, we are more easily able to implement unique unit counters, as well as allowing subordinate line units to upgrade properly, as the line units themselves are no longer unique.
• Related-Change: As part of the above, the USA event-OOBs will now load the DivHQ unit only through historical events (e.g. the historical formation of the U.S. Armored Divisions). By doing this, the player is then free to join their own line and support units to the unique division without getting "free" units, but at the same time, getting the unique historical unit counters. This approach may be implemented for other countries at some point. The AI, however, will continue to load full divisions for these events, so as not to handicap it!
• New: Colonial units
•New: A new "Infantry Battalion" unit has been added. The SS Infantry Battalion unit has also been added. These units are the battalion-sized younger brothers of the infantry brigade.
• New: Garrison Detachment unit
• New: Tropical Island Garrison unit - same size as a normal Garrison unit, but bonuses in jungle terrain!
• New: Revamp of most USA model images
• New: Lots of new counters! All new counters for GER unique divisions, as well as new air unit counters.
7.4 map cache
Mediafire.com
place in user/documents/paradox/hoi3/blackice/gfx/maps
Dude.. where do i put the LAA.exe
overwrite the tfh.exe
Panzeroo, i can+t fint upgrade 7,41 only 7,42. Where can i fint it?
7.41 was skipped as it was bugged.
Thank you, will test it out :)
IF USA becomes National Socialists , do they again auto-join Allies like in previous versions or they at least stay neutral? In previous version every time when I succeed in getting Germanic bunch party elected and get USA half-way to Axis , they auto-joined Allies because of Japs.
Japan will DOW them and yes they will join the Allies.
I noticed a small spelling error the highest level jet fighter is the Go-229 rather than the correct designation Ho-229.
Not exactly an error, it was often called Go because it was to be a Gotha manufactured product.
Proper designation was Horton-229 flying wing.
WOW!
congratulation!
Great!
There is a province named BlackIce in New Mexico.
Quick noob question?What are the requierments for the event Synthetic Industry to fire?
you need 19000 supplies and to be at war.
not working... app chrash as soon i start game with germany,....
you either have an install issue or something concerning your computer. Are you using podcat's TFH exe ? Do you have at least 3 or 4 Gb RAM, what is your screen resolution ? You also might require the 7.4 map cache.
I am also having a crash as soon as I select a country to start. I am trying to install the podcats tfh exe. But already have 7.4 map cache already.
you don't need to install podcat's TFH exe as such. It simply overwrites the hoi3_TFH.exe. The mod won't work without it.
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Podcat's LAA.exe is the same Podcat's TFH.exe we used till 7.23 rite...?? or is there a new version of that exe file,.......??/
its the same LAA file.
OH...!! Thanks a lot..!! I thought a new version was released.
Alright well long awaited update is released & its show time.....!
Do you have fix the problem with the save ?
about 2000 downloads so far, and perhaps half a dozen people reporting save game CTDs. Looks like it really depends on your computer. No one in the dev team has had any CTDs for weeks. Got people with CTDs to send us savegames and we didn't get a CTD whereas they do...go figure.
Hello,
i need another mirror for downloading cache 7.4 !? medafire is cracked up,pls help !
working on it. Doesn't the modDB link work for you either ?
Division HQ unit is a good idea.
But it has 100% softness.
The armor division' softness would be increased when the division HQ was joined. Although the division HQ is only a small part of the divison.
Perhapes, we can add armor division HQ which has 50%(like arm-car) or 70%(like mot-inf) softness. And it will cost more military officer as a balance of normal division HQ.
good point. Might make all div HQ have 50% softness since even an infantry division HQ might have vehicles/ armored cars etc
Playing 7.03 with Germany, 1942, and Italy is in Axis and in war with Soviet Union, but they are still trading among themselves. (SU/ITA)
When I set for axis states to invade specific provinces in SU, some of them invade (Hungary, Romania, Finland) but some stay within their borders (Bulgaria and Italy with puppets Croatia & Serbia).
Can I direct them somehow to act at all?
not sure about the trade issue. Might be a quirk in the game mechanics.
You need to set an objective for your axis allies. choosing only one province is best (otherwise the AI gest confused with multiple provinces)
It can also work on occasion if you choose Berlin as the axis ally objective, the AI might send its units there and hand them to you as expeditionary forces. However the AI is fical and if it feels it is too weak it simply won't help you at all.
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hi, so what's the new checksum for 7.40....????
SGZW
thanks
First of all awesome mod!
However, I have a few questions and possible bugs.
1) The Netherlands and Belgium join allies after I invade Poland. Fair enough I wasn't paying much attention to the diplomacy screen for those minors, but it is strange nonetheless. IMO, they should have more neutrality, it makes little sense for them to join the Allies.
2) Maybe this is me being a bit of a noob, but how do I beat UK's airforce? No matter how many fighters I build, UK always has more(20 units per province and sh*t like that). Whenever I send bombers, they get wreaked within seconds.. What is the secret? Is is just incompetence on my part, or maybe is there a particular way of organizing the airforce? I tend to go with 4 interceptors per wing. Britain just sends massive doomstacks - and wins!
3)How to handle the Balkans? I fire the Balkan question, let Italy dominate the Balkans, Bulgaria never gains land from Romania and never joins axis, remaining at neutrality 50. When I reload and try to take control via event, the Italians don't let me and threaten with leaving the Axis...
4) Sea invasions are f*cked up... It takes several days to secure a beachhead, a tiny garrison can slow you down for many more. Historically, the Germans secure beachheads in Norway in a couple of hours, not weeks... The Royal navy simply swoops down and destroys my auxiliary ships.
1) You need to influence those nations. The threat level you create by invading, plus the closeness of government types means those nations tend to gravitate towards the Allies. If you influence them you can help to keep them out of the Allied faction. Trading with them can also help a little.
2) You need a bigger airforce ! The UK will build a large airforce to protect the UK ( as would a UK player) so you need more interceptors. Also be aware that the UK itself has a very extensive radar chain and the AI will focus on the radar techs. These give a significant bonus to combat over the radar. Unless you have a huge majority over the RAF in terms of numbers its better to avoid taking them on over the UK.
3)Bulgaria joined the axis in my current game, around the start of 1942. Did you influence them ?
4) Should sea invasions be easier ? They are meant to be very tricky things to pull off. The germans also lost a lot of ships trying to invade Norway, in some ways the kriegsmarine was weakened by the losses in the invasion. Using the aux vessels is a gamble as it should be. You need to move fast and have some luck. As well as deploy all you have to protect the invasion ships. paratroops and airlanding infantry might also help. You could try some decoy landings to draw off the defenders, do a fair bit of bombing to soften up the port defenders and generally plan it carefully.
Thank you for replying, Panzeroo.
All of your answers make sense.
However, as for Bulgaria, is it supposed to be like that? Historically, they joined the Axis on 1st of March, 1941 and participated in the invasion of Yugoslavia.
In my game, they are at neutrality 50(!) in 1941, and never asked for their land from Romania, the way Hungary asks for northern Transylvania.
Also, I will ask again, how to handle the decision "The Balkan Question"(I think that's what it's called) as Germany? If I choose the (recommended) option of giving the Balkans to the Italian sphere, Italy never does anything with Yugoslavia. If I choose my(German) sphere, the Italians freak out and threaten to leave the axis, unless I revoke this.
I remember in previous versions of B.ICE, that Yugoslavia was a chain of events, no? Do I have to invade them manually? How will Italy react, now that Yugoslavia is within their 'sphere'?
Thank you for your time, amazing work!
If you mean when will Croatia and Serbia form ? This is held back until after Greece has fallen. The reason is that those nations forming whilst Italian and German units are still fighting Greece causes the AI to hand over most of its army as expeditionary forces to either Serbia or Croatia.
No, no.
Allow me to rephrase.
Around September, 1940, a decision is available when playing Germany.
I think it's called 'The Balkan Question' or something similar.
As it is a decision, you need to go to the diplomacy tab, and enable it.
Then a popup occurs.
You are asked to decide the future of the Balkans.
There are two options.
1)Italian sphere
2)German sphere
The tooltip recommends the first option, otherwise Italy will get angry.
I follow the games advice, I choose option 1.
Nothing happens in the Balkans. Italy invades Greece, then gets bogged down. Yugoslavia remains neutral.
I remember in previous versions of the game, there was a chain of events regarding Yugoslavia.(E.g. Yugoslavia joins axis, Yugoslav coup)
TL;DR For the 'Balkan Question decision - pop up event in September 1940 as Germany, do I choose Option 1(Italian sphere) or Option 2(German sphere) for best historical accuracy/flavour and do I need to invade Yugoslavia manually or will it occur via event?
If you want to keep Italy happy and in the axis then choose the first option. However you might need to help Italy esp when it comes to them defeating Greece as the Allies send a force to help Greece and Italy can't manage too well.
You can use covert ops points to lower neutrality. It'll cost you ten covert ops points, then select their capital and click on the cover ops missions button-thing
i cant get the game to work.. as soon as i start the game as any nation it crashes .....i have deleted all files manually and and have podcast and map cache is put in documents/paradox/hoi3/blackice/gfx/maps.....resolution is 1600x900...3gb ram... any previous mod i istalled from first time pls help
do you have a 32bit system ? This can cause extra problems and needs some additional tweaks to get the podcat's TFH exe to work. Also 3Gb might not be enough to run the mod. Generally you need at least 4Gb.
i have 32 bit siystem should i install 64? why 3gb too little? i played last version vith 3 gb
64 bit should help a lot. 3Gb is a little on the low side in terms of RAM. Podcat's TFH exe works by allowing the game to access more then 2GB of RAM from the computer. 3Gb max isn't really a big improvement. If its worked in the previous version you might be ok though.
I've seen BICE using around 2.3Gb of RAM, and depending on the OS, I guess the OS may be using between 0.4 and 1.6, so it might be easy for you to have CTDs or at least significant slowdowns...
Thanks for your reply!
Another question.:-)
Could I sink all the ENG's transports.
I send a large number of ships to break the transportation all over the ocean. And indeed they sunk many transports.
But when I tag to ENG, I found ENG got more transports. It seem that ENG get them by events or dicisions and don't need ic to build them.
The result is that my behaviour of breaking transportation have no influence on ENG.
The UK AI will build a huge amount of convoys pre war. They gain a few via events when certain European nations fall - since those nations convoys will relocate to the UK. Its not a huge amount though, so perhaps you have not sunk enough ?
uh, replied at the wrong spot...