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.
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.
Hi PANZEROO
What's mean of "last_battle_loser_losses = 4000
"
And how does it work?
It come from
#############victory_parade
province_event = {
id = 14700
is_triggered_
trigger = {
not = { has_country_modifier = victory_parade_I }
mass_events = 1 m
supplies = 1000
last_battle_loser_losses = 4000
}
title = "Victory Parade"
desc = "EVTDESC14700"
picture = "evtpicture14700"
option = {
name = "EVTOPTA14700"
this = {
capital_scope = { m
supplies = -1000
}
}
add_country_modifier = {
name = "victory_parade_I"
duration = 340
}
}
}
I have encountered a couple of questions regarding the research tab in the mod:
If a country does not have the country flag for diesel or gasoline engine research does it mean it can never have its own armored units? but it is possible to research the chassis, tracks on the top left and guns on the top right. what does these research benefit my army if i don't have my own armored units?
On the air research tab and some other tabs too there are a lot of researches that do not show what their benefits are and the unit that benefit from these techs. are they simply the same as the vanilla game?
ps. in this mod the Corrupt Kleptocrats give 75% less money to the nation which seems unbalanced and over powered. Impacts the country too much when it is the only armament official you can find. is there a faster way than waiting for years to find a new politician or the political tab have not changed much other than some numbers?
Ps2, i tried to find info on the black ice wiki but figured that it's still under development. so i came back to the mod page to ask. hope it is not irrelevant
You should have gained the flag for either diesel or gasoline engine via the event choice at the start of the game. The armor techs won't benefit you in most cases unless you have armor or plan on building armor. However some techs benefit certain supporting units such as SP artillery or armored cars.
Not sure which air techs you refer to ? Some air techs unlock certain units, and others control the air unit prototype to unlock the next model.
The corrupt kleptocrat is indeed corrupt. Best get rid of him asasp
Blackicemod.com wiki isn't really kept uptodat however we also have a website which might help you.
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Hello Panzeroo, first of all congratulations for this amazing mod !! It really make you play more to HOI ;) ! But I have a problem with my black ice mod, there is a lot of problems with the text inside almost everything for example with the description of a tech instead of the normal thing there is just road_highway_desc ... I play with HOI in french I don't if that's the problem... Please help this mod is too good to be ruined by a video bug so dumb ^^ !
Thanks !
its only designed to be played in English sorry.
oh ok it's not a problem.. How do I change the language for the game ?
go to user/documents/paradox/hoi3/blackice/settings.txt
change the language to
language=l_english
hi, can anyone elaborate the difference between the "Normal Movement of the troops" & "Strategic deployment of a particular division"
& also pls let me know how to strategically deploy..., i mean if any specific key like shift or ctrl just tell me how.
i got to know from a video.
to add to ARPM. You can strategic deploy by selecting a land unit and right clicking on a destination province. This will bring up a list of movement options which includes strategic deployment.
Strat deploy moves at speed 20 and ignores terrain - so you can move very fast even through jungle and mountains. However it is affected by infrastructure levels. So low infra or damaged infra will slow the movement right down. The units also use more supplies and arrive with an organisation loss. Another thing is that the game will think the newly arrived unit has appeared out of nowhere and will need to recalibrate the supply network for the unit's new location. This moves at he rate of 1 province per day from the supply hub ( usually your capital or a port with a supply convoy) This can take some time if the unit has been strat deployed deep into Russia. You also cannot strat deploy into enemy lands or into combat.
Thanks a lot Panzeroo & ARPB :)
Hey PANZEROO,
Thanks for making the brilliant mod
I've got a problem though in my recent gaming hours in BlackICE. I realise that the "giant infrastructure projects" are sort of weird...as whichever country I start the game with appears to be unable to construct them. I've looked into the script and the way it's written doesn't seem to make sense to me.
Can you explain to me how the giant infrastructure project system actually works? It feels plain weird to be unable to build the highway system etc.
In case I made it confusing...I find that whichever country I begin my game with lacks the decision to build giant infrastructure projects, while all AI-controlled countries can.
I read through the giant infrastructure decision file, but the codes don't seem to compute correctly. My country meets all the potentials and the allows yet still unable to see those decisions showing up in the diplomacy window. Plus I do realise that there's no country tag...
There is an event once a year or so, which gives you a choice to make short term economic investments or long term investments. Short term gives an IC bonus, long term has an IC penalty. Choosing long term will also allow the giant infra projects to trigger, assuming you have enough money and resources - usually 2000 money, 5000 metal and 25000 supplies. You will get one initial project and then need to research the giant infra tech levels to gain subsequent projects.
Oh so that's how it works...thanks Panzeroo!
hi panzeroo, im in 1937 august, but i cannot find any SS brigades....in production, also earlier I activated SS historic upgrades.
SS are not buildable until the mid 1940 event where Himmler expands the SS.
actually just checked, its an august 1940 decision where the SS was expanded
I see, thanks for the reply.
guys can someone answer da question i asked above.
Hello there.. I have problems with invasions. It seems like my naval infanteri, Marines just get stuck every time I like to do a amphibious landing. Is this a bug, am i doing something wrong? Please give me a helping hand here since this is pretty much limiting my game and takes alot of the fun out of it.. Thanks..
you need to use the correct ship to do sea invasions. Either auxiliary vessels from the event OOB where you requistion civilan ships for the navy ( it triggers once a year after you go to war) or research and develop Landingcraft and assault ships. The ocean liners are for transporting units between ports and can't be used as sea invasion ships.
Is it normal That the game needs nearly 10 min to start on a high end computer?!
The first load requires the game to rebuild the map cache. This can take some time.
my game crash when loading screen (creating the world)
you need podcat's TFH exe
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After playing all the way to summer of 1942 as Germany I have compiled some notes regarding balance.
1)
*Air*
*Air is ballanced untill october 1941, then for some reason the US and UK get a major boost in mission efficiency. This might be because I have allies on "hard modifier". I have 37.5% intercept mission efficiency while they have 78.5%, so I have to completely avoid their interceptors and only attack the strategic bombers. This is also where I lose the boost from "blitzkrieg".
Maybe there is a way to increase it, airbase research? In Jan 1942 they had 87.5% efficiency, so I ended up editing the save reducing their intercept research from 7 to 2, this made the fights even in a province where I have a 20%+ radar chain bonus.
*Only the top air wing in a stack gets the radar bonus, the one under gets a 0.2% bonus only and the third none. Intended?
*Naval*
*Naval is very well balanced, I built 3 battleships after Bismarck. The first of them completed by nov 1941. The key is to have anti-air up to date and move the navies in big stacks when enemy naval bombers are present.(I use 2 main navies with about 50-70% position penalty) Then I use the faster one to steam ahead and hunt the enemy ship if I get a favorable opportunity.
*One problem is that the UK has 157% CAG mission efficiency by 1942, so must move all the ships together for anti-air toughness.
*I ended up upgrading my BBs in the save file(+1 to armor, main guns, Engine), it's stupid that they are much worse than Bismarck even though completed much later.
*The unique ships get a strength bonus, so BB's ordered for production will be gimped because it only has 100% strength compared to 120% of the unique ones, please remove this it's just stupid IMO.
I put all my research into BBs, Heavy cruisers and also some into destroyers and subs, I ended up production licencing CL and AACL from Japan, really good to have the AACL's by summer 1942:).
The downside to this is that I don't get the range boost from CAG doctrine tree.
* In the US Atlantic zone my ships just randomly retreats if I sink a convoy, and I couldnt see the naval battle correctly when I engaged the US raidning Group. I can engage the Canadian CAs very efficiently though.
Ended up sinking the US fleet with 3 CAGs and a BB off the maroccan coast in mars 1942.
*Land
Why doesn't the proletarian divisions get fort modifier penalty in mud or snow sometimes? It makes them really dangerous in the Winter, a bug? Anyway I Think land is balanced, I ended up neglecting Heavy armor and advanced armor research and just focusing on massive medium armor and assault gun production. Worked well but I have no divisions to really match the beafy Heavy arm Soviet div, not a huge problem yet though.
* There seems to be a bug in the desert provinces east of Tobruch(maybe has nothing to do with the province), the Afrika divisions sometimes just randomly retreats even though they have 50%+ org. This makes advancement to El Alamein impossible, very heavy action 2 provinces east of Tobruch for a month now, no side seems to get the upper hand. Witzleben has been sent to relive Rommel for this mess:p.
I Think land is very well balanced, in the Winter of 1941 you have to fall back in the center or you will take too Heavy losses, very realistic.
*Oh yea and the 100% softness of the division headquarter, I imagine that is a gimp to armored divisions but saw it was already mentioned Before.
No doubt Black ICE is the best strategy game of all time, well done!
How would it be possible for me to prevent the early Soviet DOW. I have finally cracked into the UK, besieging London, and the smelly bolshies have DOW'd me. I've tried things like manually changing threat and relation in the save game file, but they still come at me. Is it fired from an event? Thanks.
Its not an event, rather its coded in the LUA for the AI actions.
the mod this very locked,optimize this mod please !
what does "very locked" even mean ???
fps drop!
I can't play with this mod , is impossible, optimize when can!
sounds like you need to have podcat's TFH exe if I understand you correctly. There is nothing wrong with the mod and doesn't need "optimizing" as you put it.
no need ? no have problem ? cool , I think that go stop of play this mod , is impossible to play with 1 FPS.
like I said you need to be using podcat's TFH exe. This allows the game engine to use more then 2Gb of your computer memory. Without this the mod won't work and you will have issues such as what you are describing. catch is you need to register your TFH expansion on the paradox HOI3 forum to get the link. The reason is podcat's TFH exe was released by paradox and they control the rights to the TFH exe.
I HAVE , but no help when the problem is the mod .
What are your system specs ? How much ram do you have ? 32 bit or 64 bit system ? No-one else is reporting this issue, so is suspect its something on your end which needs tweaking or optimizing. The mod itself is very demanding of the game engine, podcat's TFH exe allows it to use more computer memory. however you also need to have enough system memory available. 32bit systems need extra tweaking in order for podcat's exe to work correctly.
There are a lot of HOI3 players using the mod ( 7.4 version has close to 11,000 downloads alone) and the problem you are having is not being reported.
I already said, I have launcher podcat , my system 64 bits windows 7 ,processor intel I3 core , video card HD famly graphics ,ram 4 , the game normal this not happens, is the mod.
works fine for me, and as you can see no one else is reporting this issue. No idea why you alone have such a problem, but I assure you the mod is fine, otherwise we would be seeing alot of reports similar to yours. Version 7.4 has been out long enough to have almost 11,000 downloads and plenty of game play reports.
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soooo, whats up with those 1933 files and events in the mod folder? :>
we were working on the 1933 start date, however this is indefinitely on hold.
Keeps crashing at quad 12
are you using podcat's TFH exe ?