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.
HI, panzeroo, when can we expect the next release....?? & is there any major changes,.......?????
In brief there are changes to the division HQs, more unique HQ OOBs, railway guns are solit off from Heavy artillery, and a heap of other changes. Should be ready in a couple of days.
When i start new game go to load then crash > Fix ?
do you have podcat's TFH exe ?
Were i can find this :D Sorry for noob question..
I don't have it were i can download ?
podcat's TFH exe is a paradox tech support product where one of the paradox devs changed the TFH exe to allow more then 2Gb to be used in the game. As such you have to go to the paradox forum and register your TFH expansion. Then you can find the link in tech support or on the paradox BICE forum. Paradox own the TFH exe so we can't link it here for copyright reasons.
Omg then i will think this mod not working.. :(
I see Windows XP not work anymore...
Windows XP lol
Anyways, Pirateproxy.sx
Go there, download it, delete the black ice mod from there and put the latest version in there. It's what i do.
Is that mean that will run on XP 2gb of ram ?
I have a question about "Soviet Defense Stiffens" chain of events. What happens when they are all triggered? Do they all have to be triggered?
I'm asking because Germany didn't get that far to trigger them and I want to know if I'm missing something with not getting them triggered?
The general idea is that the deeper the germans advance the harder the soviets will fight to protect mother Russia. When Germany captures certain provinces the events will trigger.
I understand this. But I'm curious if there is a disadvantage for me as a Soviet player if they don't capture those provinces and don't trigger those events?
If you are preventing the AI from advancing then you probably don't need the events. The military AI is stupid, so you might play a higher difficulty level where those events will be more important.
Whenever I try to add the UK shall be ours,set up the right government and the other 1,it will only let me setup whichever 1 I chose 1st,is this supposed to happen?
are you talking about wargoals ? You can only do one at a time, though they have a cooling down period of 1 month when you can set another wargaol.
i recently installed the mod and i have problems with the research panels...for example i can not research the small arms tech and other technologies are out of the box to select them or are above others...need help plz !!!!!!
you have an install problem. Most likely a file conflict. Manually delete the entire Black ICE folder in TFH/mods and delete the launcher for BICE in the main directory. Then reinstall. Don't forget you need podcat's TFH exe to run the mod.
i did what you told me and it works perfect !!!! thank you for your support !!!
good to see ! Enjoy the mod and let me know if you have any questions or gameplay issues/ bug reports :)
Is it possible to release Georgia as a puppet as an axis member, or do I need to be allies or Comintern?
not sure if Georgia is set up correctly ?
Hello, this mod is really great btw, ive enjoyed being invaded as Germany fighting the US. This mod truly adds everything to the game. I ran into a problem though today, i installed the new version today 7.4. And the technology was messed up for me. The technologies were overlapping each other, i tried multiple resolutions and re downloaded it but i had no positive results. Any advice?
you have an install problem. Most likely a file conflict. Manually delete the entire Black ICE folder in TFH/mods and delete the launcher for BICE in the main directory. Then reinstall. Don't forget you need podcat's TFH exe to run the mod.
So i got it to work before but apparently now i can't i launch the game and it crashes instantly. I did something wrong but i dont know what. i downloaded it to the TFH Mods folder(black ice folder itself) and it dosent want to work. any reccomendation?
delete the Black ICE folder and reinstall by placing the installer in the main directory and run it. make sure you have podcat's TFH exe overwriting the hoi3_TFH.exe
Hi, is there a reason why my game crashes after it tries to save? I tried just using manual and auto save but either way sometimes it'll work but other times it just crashes? Wondering if it's a cache, glitch, or a file issue.
The save game CTD issue is occurring from some people and not others.
Further, some people find it occurs only on auto saves, other people have manual save isses. Other people have issues with both auto and manual.
At this stage we don't know what is causing this issue and why different people are affected differently.
A quick list of possible solutions, some of which work for different people.
~ Launch the mod via the normal game launcher, or try the BI Quick launcher.
~ Delete all logs archives in Documents/paradox/hoi3/BlackIce/logs. Save game two or three hours of time the game. If CTD delete logs again and corrupted save game with 0Kb and run the game. Then Save game after two or three hours again until clear of CTDs.
~ Copy all music archives from main folder to documents folder. (Text archives no)
~ Choose to run the mod with compatibility mode for XP SP3
~ Turn off any background programs such as game booster programs.
~ stick to one save game type - either monthly auto saves or manual saves
~ Lower game speed, at least for the first few months
~ Close down game and restart to load a save
We continue to work on solving the save game issue.
deleting the map cache in the user/documents can help.
When you pass to certain dates like 1950,1956 etc, do new leaders get elected(Dwight d Eisenhower,queen Elizabeth II)?
Hi there. I have strange problem. Everything is fine, to random thing when my officers drop to 0.. Any idea what cause this? Is this intended? Im new to HoI, but its very annoying.
there has been a report that if you max out officers - something like 999,999 officers ? It resets back to 0
In which case this is HOI3 game mechanics and not something we can change.
Whenever I try to install the hotfix, I am unable to load saved games, any idea why?
Its not compatible with your savegames. this is common for hotfixes and can depend on how far into your game you are.
I cannot assign new leaders for any nation in the new mod 7.4. Any help would be greatly appreciated. Thank you
I mean military leaders not political.
this is core game mechanics and not moddable, so no idea what is wrong here. We can't prevent you from assigning leaders with anything in the mod though.
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