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.
I dont know where to post this exactly, but im getting a problem; i'm playing as Japan and i'm trying to naval invade China but my units won't actually land. They'll attack if theres an enemy in the province, but my own units just won't land and this happened to China as well when they tried to naval invade one of my islands...wtf is this? :(
you need to use landingcraft/ assault ships or auxiliary ships. Normal troop transport ships are not able to do invasions - think of them as converted ocean liners.
The problem with this is, you need Naval Underway Replenishment, a difficulty 10 1941 research.
So pre-1941 invasions (Japan on china, Operation Weserübung, Operation Seelöwe, etc) can't be done by the player.
Maybe you should fix that?
this is why a player has to use the auxiliary ships - as historical for Germany in Weserubung, and sealion. You will get an event when you go to war asking if you will requistion some of your civilian ships ( fishing vessels/barges ect). This gives you an OOB of aux vessels. These ships are slow, vulnerable and don't carry much. So for anything larger then a couple of divisions you will need a lot of them, and need to control the air and sea or take a big gamble. Germany should also gain more via event OOBs when they defeat different nations. Japan should have no trouble using them against the weaker chinese navy/airforce. japan also starts with an assault ship which should alone be enough to do all the early invasions required on China.
Ah thank you.
I was not aware that AUX could do invasions.
By the way, what code language is used in HOI3 and BICE?
the LUA is C++. Not sure if the normal events/decisions/OOBs is any particular language.
I have run into the same issue the last two games as germany:
After engaging the royal navy some times they just send all 15 battleships and carriers into one stack and let it patrol from english channel to like Somalia. They also send ALL their subs and screens to somalia. This is sort of boring since I'm suddenly alone in the atlantic by october 1940.
I sunk one English carrier, no battleship, maybe 2 CA and 5 CL/DD. I also sunk the French battleships. I thought they still had the upper hand, they sunk Deutschland and one of my CA. I have allied modifier on hard and playing on normal.
Any thought? Really like everything else though, the air battles vs brittain has a good ballance IMO.
That is the AI "doomstack". We can't stop the AI from doing this unfortunately.
:(
Now england has parked all it's ships except for DD/CL/SS in a single stack with 100 ships in harbor for 6 months.
Really dumb AI ruining the game.
BICE deserves something much better!
Installer Issue: This is the first issue with BICE i've had that I haven't found a solution to...so I follow all the instructions and run the installer, all is well until it encounters the USA models for torpedo boats, then it notifies me that it is corrupt and does this for all 7 or so torpedo boats and the transport planes that follow...any help?
**IGNORE: Simple reinstall of the installer fixed it**
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Hi Panzeroo ! What was "mapcache 7.4" ? Why you upload this file brother? :) And normal Black ice users need this file ?
you only need it if you are having trouble generating the map. Some people do.
Im getting confused with the armor design research, the one found in the first armor tab and goes up to 24 for light, heavy, armored cars, etc. At most I can reach around halfway, the requirements keep confusing me. Does it require a certain year to proceed or an event?
the requirements don't change. depending on the unit its usually a required level in engine, chassis, gun, and armor plate design.
You need all of these to unlock the new prototype. Helps prevent tech rushing and also makes the event OOB units easier to load with their main stats having up todate techs.
Thanks, I'll check out each req.
guys if you'll know any BICE 7+ version youtube playlists just send it....! or any latest version, just wanna see a whole game play...!!
Hello, question, but, do I have to delete the Black Ice folder in documents/paradox/HOI3 too? Or just the folder in the tfh mod folder??
you shouldn't need to delete it, (unless your flags are messed up) but it won't hurt to delete it either as the game will auto generate that stuff each time.
Alright, thank you!
How can i get in contact with you Panzeroo? I have a bunch of questions that i want to ask, all gameplay related.
you can PM me here if you like.
What should I do to get the event when i play Germany against USSR?
capture all the cities up to the Urals, including Kuybyshev and Omsk. You will also need to find and destroy the Stalin political leader unit. Possibly also strategic bomb any remaining resource producing areas to being down soviet NU. In a war of annihilation the soviets won't surrender easily.
hey Panzeroo, speaking of German traits, specialy in medals, what are medals added for division leaders.... ???
German Generals can gain Iron Cross, Knight's Cross, Grand Cross, Military Merit Order, War Merit Order, and Long Service Order.
hmmmm....!!! Any idea on expanding them like what about oak leaves, swords & diamonds.... stuffs like that..??
And which area is team focusing in the next update.....????
Aah, another question, apologies, but is the USSR declaring war on Germany after a successful Sealion still in? Or has that been changed for the mod?
There is a strong chance the USSR will DOW Germany during Sealion.
Ah, alright. Thank you yet again!
When I Sealion. The USSR DOW to me ten days later.
Sorry for all the questions, though, this one is more related to event than mechanics.
I got a event around 20th, November 1937 as Germany, about mediating between Japan and China.
Going by what Wikipedia told me, (inaccurate as it may be at times) choosing to try to mediate would be the most historical option, so I did.
Japan, as expected, refused to stop the war, and a day later, China gets an event, can't remember the name, but the choice it gave was "accept Japanese demands".
Promptly, Shanxi, and lands of China up to just a bit further south than the Shandong Peninsula, became under Japanese control, and I almost thought the war ended.
Until a bunch of green and blue-lined territory sprung up, as they were apparently still at war?
Can I by any chance get some context as to what is the historical equivalent of this is? Or did I choose terribly wrong?
Hi I have found some "errors" and have some questions so I will write they here (it may be long):
1) when I am a major country, in the production interface I don't see the strategics resources of friendly countries like in previous versions. I don't know if this is an error or not.
2) I noticed that if the Republic Spain is still alive near 1938-1939 they get an insane amount of dissent (like 100) at least that if what I see if i have spies there. And this apparently makes the republicans lose any progress that made in the war and then finally dissapear. Please tell me an explanation of this because I want to know if it is absolutely pointless try to help the republicans.
3) it is possible to let the IA control the navy if a create the Kriegsmarine?? because I have to make a new thetre for that and I'm not allowed to it.
4)if I reach paris before the event of the Operation Weseruebung, what happens?? because a requisite for it is that paris must be in control of the allies to start it and I see that if I defeat France before the event display I can't start it. Any help?
5)when Barbarossa starts I has the dessicion (playing as Germany) to set the objetives of the operation like take all the industry, sciencetist or something like that. my question is, the higher the objetives the harder the soviets will be, did I understand it right? and there is any method to show the effects of my election? only to have an idea of the size of my election.
6) in previous versions when I have to choose a political effect (don't remenber how is what called, I'm talking about the regular decions that appear 2 or 3 times in any nation) the actual effect of my decision doesn't show up anymore. maybe I have to check my game settings??
7) in previous versions when I allowed the leaders (effects?) at the start, I see that effects show up sometimes in the game, but now I never see any of these events.
8) when I choose the start difficulty of the game I have the option of no modifiers, this is equivalent to an average difficulty??? (this question may be connected with some of the previous questions now I think on it)
9) playing as the USSR when germany starts Barbarossa I have the option to move some industries near to "China" and my question is, if I have already increase to the max the industry level in that provinces, what happens to the industry that moved???? they dissapear, exceed the max level on those provinces, they go somewhere else, what??? this question is very important because I tend to increase industry level in that provinces (that already has high levels of industry at the start of the game ) to late build heavy industries and reach the maximum benefits. so I want to know if it's a waste of time and IC. (this question is the same for other events like when I can fortified some provinces by events, or when I can built airbases and AA in all Germany, it is pointless to increase the level of that infraestructure in that provinces???)
10) in some moment of the game (maybe between 1940-1942) I noticed that Iran was annexed half by Britain and half by the USSR, without war and without being in any faction. so there is an event that do this via USSR or Britain??
11) playing as Japan when I conquer entire China I have the events to declare war in (Xinjiang?) and Tibet and decrease my threat but one time when I create the Republic of Nanjing (only the first part) that events dissapear or when I wait to long they dissapear too, I'm not sure about this question because I don't really remenber the exact situation and it happens few times. But the real question is how can I defeact the Tibet?????? because I use lot of men and forces but the mountain and snow modifier make my army force effectiveness like 0.1% and I can't destroy any single tibetan army, so any help?
12) playing as Italy, it worths make the ethiopian war last longer?? because with the war going on I have some better laws that without it, so worths it???
13) this is more a suggestion, I think that there has to be a botton in the production interface for heavy industry, because to reach the max benefits of it you have to build that in provinces with high industry levels and even major nations like the USSR have a few of that provinces so put the heavy industries in one province with max industry level is a wise option but doing it manually in the map take a lot of time because you can't (or I don't know how to do it) produce they in parallel so a botton for doing that will be usefull (this may be very usefull for example: put to the max the heavy industry in a city like Moscow that has a veryyyyy fortified bonus). Something similar happens to another infraestructure buildings like fortress, air-naval bases, and AA. I think all this because it seenstome better to have one "central" or "powerfull" province that having many with low building levels, one main reason is that is easier to defend one province that lots of then.
Well that was a lot, hope that you answer most of the questions, and seriously you have my congratulations you made a really good mod.
This were my questions (for now) sorry for made it that long and for made any mistake I'm not a native english speaker
12) You can make the war last longer. Its abit of an exploit to do this, though Italy probably needs the help.
13)You can easily build in multiple provinces by holding right shift and choosing the provinces you want to build in. Then set the level of the buildings and that level will be built in all chosen provinces enmass.
8) No modifiers remove 90% of the modifiers from the various decisions and events. That means no Barbarossa bonus for Germany, and no Barbarossa penalty for the soviets for example. It generally makes the game easier for the player as the AI is stupid. The modifiers are meant to help the AI to survive against a player. Generally the no modifiers are best suited for multiplayer games where the AI isn't the only opponent of the player.
9)You can exceed the buildins in the provinces if the amount if added via event. For example it is possible to create level 40 airbases using the Major airbase techs in game.
10)There is an event where Iraq can go to war with the Uk ( and the USSR) this will result in Iraq being defeated by those nations.
11)Tibet is not an easy location to conquer. The Himalayian mountains are difficult for combat to occur in. Your best bet is to bomb the defenders 24/7 until they can be rolled over.
1) As a major nation you receive the resources from nations in your faction. Only the faction leader receives resources from no faction nations if they are closely aligned. But they need to have a capital on the same continent or share a coast line on the same ocean.
This is game mechanics which we cannot change.
2)Either of the Spains will receive a large penalty if their surrender progress has reached 80%. This is to prevent situations such as the Madrid siege which can otherwise last for many years.
3)The Naval ( and air units) are best left under normal theatre control if you want the AI to manage them ( itself not recommended as the AI is stupid). The Kriegsmarine and Luftwaffe commands assume a player will manually control his navy and air assets.
4)Operation Weseruebung is a historical decision. If you don't play historically it won't trigger. You will have to DOW those nations yourself.
5)The different Barbarossa objectives won't make the soviet AI fighter nay better. You can set new wargoals as you go as well.
6) and 7) Not sure what you mean here. The effects should display in the tooltip if you hover over the nation flag. However there is a limit to how many will actually display due to GUI limitations.
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I have noticed a massive flaw in the invasion of France in 1944 playing as the USA. You get a bunch of units in France, but none of them have any leaders assigned to them except for the two armies and the army group! To make things worse, the game doesn't let me assign any to them because they are apparently in hostile territory! Is this intended, or how am i supposed to fight the Germans if my corps and divisions have no commanders and i can't assign any to them?
if you click on the leader profile you will be able to assign leaders to them.
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As Germany i crash to desktop whenever i try to put an medium armour or motorized infantry brigade into a division. I have Windows 8.1, 16gb ram, Polecats Tfh.exe and installed it correctly.
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not had this reported before. What is your checksum ?
I don't know. I think it's HTFH? I have the steam version of Hearts of Iron III + all expansions. I've played black Ice before on the same system and it's worked fine.
checksum for 7.4 is SGZW. If you don't have this then there is something wrong with your install, which is the reason for the problems you are mentioning. Possibly you have files from a previous version conflicting with 7.4 ?
Does Air Cav have any special ability? Like air movement in strategic relocation, or is it just a little faster ordinary infantry?
no we can't mod in new strategic movement. The Air cav is simply a faster light infantry unit.