BLACK I.C.E. is an extensive mod of HOI3 under development by Panzeroo and many other members of the Hearts Of Iron 3 forum.
Installing BlackICE may seem daunting at first, but provided you follow the directions here, you should have a relatively easy time with it. 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 installer. Do Not Change ANYTHING unless you know what you are doing, just hit next until you
- Seaplane Tender
- Heavy Artillery
- Railway Artillery - Long range aux vessels
- Many more unique divisions/ HQs added including famous Panzer korps, Army HQs and Army groups HQs each with unique counters.
- Added XXXIII. Uboat
- Added GER_Pz38_rgt for 7. and 8. Panzer-Division
- Added GER_pz35_rgt for 6. Panzer-Division
-jap multi role model 9 fixed
-german heavy armor GFX corrected
-Better event image for Overlord/FUSAG event
-Replacement model images for AST battle commanders (Blamey and Morshead)
-Backgrounds of Gurkha and Commando brigades made consistent with Mountain brigades
-Updated counters for German U-Boat Flotillas
-Updated Combined Arms counters
-Replacement counters for combined arms brigades (Kampfgruppen)
-Replacement SS HQ counters
-New model images and localisation tweak for ENG airunits
-Changed the starting techs for subs, medicine, destroyers for Germany to be more historical
-Changed special forces branch difficulty lowered to level 2
-Jap naval doctrine update
-Changed Division HQ command structure tech to be 12 levels instead of 6, and adjusted values for bonuses accordingly (halved them per level)
-missing ss/guards units added to a few techs
-Added commando_brigade/ss_commando_brigade to several special forces techs. Also added a missing desert bonus for them in the "Commando Training" tech, etc.
-some SF techs supply consumption reduction reduced
-hidden tech for red airforce effiecnecy penalty after the purges - penalty removed when germans begin zitadelle offensive (1943)
-AI hidden tech gives small boosts to land unit air attack
-Individual Allied Majors difficulty level option added to Allied difficulty event
-Danish 20mm AA captured by germany
-Gustav/ Doar split into two events. historically available in 1942 not 1941.
-Added localisation for US Naval HQ events
-Greater chance Japanese AI won't annex of manchuria
-AI Japan might DOW soviet player when the germans attack
-soviet offensives recieve greater TP bonus
-SS pack artillery activation event image
-Added event-chain for Moscow Proletarian Rifle Div to 1 Gds Mot.-Rifle Div.
-UK, US, Soviet, Italian, Jap Railway artillery events
-artillery division event OOBs
-Moved Vichy OOB event (after their formation) back into production.
-Italian AI event OOBs for Africa depend on Italy losing ground in Africa
-manpower gain from anchluss reduced
-SS panzers now buildable earlier if ahistorical ss option chosen
-Fixed event text on the "Mulberries damaged by large storm" event.
-USA 6th Army Group will now no longer spawn in Corsica unless it is controlled by the Allied faction
-Operation Britannia Rising events (US liberation of occupied UK)
-scripted JAP invasion of the Philippines added
-Revamped the SHAEF event by adding historical HQ units for ENG and USA and an event that loads the right OOB for either the ENG or USA player
-soviet event OOBs spawn in Kuybyshev
-soviet AI rebels nerfed after fall of France
-possible fix for the North africa partisan bug
-check for the SCW triggered before KG 88 is removed
-sealion now has a no invasions option check
-Fixed event text for the British Shipbuilding Mission
-german - soviet commercial agreement typo fixed
-Singapore - the Guns are Useless event ... added event pic and description
-Rewrote the Evacuation of Dunkirk event.
-missing soviet province added to a snow region
-mud/ snow levels lowered slightly
-level 1 airbase added to Stendal provicne in Germany ( paratroop training base )
-Added user-provided province image for Oradea in Romania
-Added naval_base and air_base 1 to Lerwick and changed some positions on Lerwick to be more accurate to RL
-Added 2 folder to ai_tech_minister.lua
-defines fort bonus boosted
-Removed twin_engine_fighters from the default AI air ratio
-Fixed bug where USA/AI was building INF divisions with an extra (8th lol) brigade.
-Adjusted LUA to reflect new division_hq unit names.
-Added a custom build script for IRE ... just because! 
-Adjusted GAR builds for AI majors to be GAR+(ART|HVYART)+SUPPORTSx2 ("Garrison" Support Group)
-AI can nolong research the landingraft or assault ships
-Commented out garrison deployment tech in the ignore lists of the majors (as it was causing problems with trying to reinforce beachheads with GAR units).
-Soviet starting OOB reworked
-changed model to 4 for 29. PzG Div.
-Changed model Airborne Artillery for 22. LLD into historical model = 3
-soviet generals adjusted to have more high generals level available for 1936 OOB
-Corrected naming Unterseebootsflottille into U-boot Flottille
-removed most aux vessels from AI OOBs
-Changed motorcycle to armored car for armor HQ event OOBs
-Hv artillery added to some OOBs
-Improved the starting JAP island garrison OOB based in part on some historical findings.
-Brazilian Expeditionary Force revamp
-Updated the Thirty Divisions Plan OOB to actually make useful divisions for CHI
-Updated AI/Operation Torch OOB to use the historical counters for USA units
-Updated the Operation Husky OOB for the AI - it now uses the custom unit counters
-removed the "US Volunteer Brigade" from its OOB as it serves no purpose and causes issues.
-various inactive leaders removed from OOBs
-Minor historical naming and configuration fixes to Canadian OOB units
-Improved some generic inline militia OOBs
-Updated the AI Indo invasion OOBs for JAP to make them functional combat groups
-Fixed AFHQ spawn point to be historical, and also tweaked the ENG Torch OOB, which was horribly wrong.
-Added the missing light cruisers USS Richmond and USS Memphis to starting OOB for USA
-Added historical unit names and tweaks to Malta Garrison Force (ENG)
-Corrected standort II. Luftflotte to Braunschweig
-4th Composite Group now starts the game attached to the Philippine Department.
-USS Langley's CAG unit now starts the game based on the ship, rather than in Los Angeles.
-ENG 1st and 6th Airborne Divisions now load as a Division HQ formation for the player, and a full division for the AI
-Added 45. Infanterie-Division as unique for Germany
-The AST 1st Armoured Division is now properly reported as being deployed to Alexandria, rather than Sydney.
-The locations of several Gurkha OOB units for ENG are now properly reported when you choose the OOB
-AI/OOB tweaks for USA historical armored divisions.
-Fixed possible CTD involving ITA Expeditionary Force to Germany in 1941 (should have been 1942).
-Fixed possible CTD with Expeditionary Force leader from ITA to GER in 1941.
-Updated the sale of Lockheed Hudsons to the UK so it used the proper model
-div HQs cost increased, main brigades costs decreased
-speed of medium TD increased + extra Inf AT removed from airlanding Inf
-ss armor stats tweaked to be closer to normal armor
-stat changes for CAS/ medium bombers - less SA for CAS, less HA for meds
-width tweaks to inf bat, + officer cost adjustments
-special HQs no longer grant CA base
-Added pack artillery unit activation as a default tech for the majors. All of these countries had mountain artillery prior to the war.
-mot/arm supports no longer give CA base + IC cost reduced
-bombers IC cost / build times increased slightly
-SS Pz Rct art short name corrected
-Desert Rats short name corrected
-Soft attack reduced for Gurkhas
-Air attack increased for jets
-Armor piercing/ Armor value reduced for captured armor
-normal HQ Brigade no longer gives CA base for divisions
-mixed support changed to direct fire unit type
-elite litgh infantry/light infantry rebalanced - the elites less overpowered and more expensive
-SS AA brigade now comparable to normal AA
-Garrison Detachments will no longer get the same Division size increase/decrease with the Brigade Strength techs. They have been adjusted downward in accordance with the percentages used in other units.
-Brazil update - OOB, tech levels, province resources,ministers, generals
-some IC effiecency penalties for very large military - too much armed forces means less factory workers
-Removed twin_engine_fighters from the default AI air ratio.
-Removed inadvertent and tiny swastikas from some German model images.
-new loading screens added
-Added more generic JAP leaders
-combined arms values lowered
-SS panzers now buildable earlier if ahistorical ss option chosen
-pillboxes build faster
-tweaks to laws to prevent exploiting minimal training/ volunteer laws
-Changed "is_defender = yes" to "is_attacker = no" for trait gains.
-SPR leader ID conflict fix
-Changed German template for midwar and late war panzer division builds
-Weak Power strategic effect tweaked
-unqiue SNLF unit localisations added
-Soviet unique cavalry corps localisations fixed
-Event image of HMS Prince of Wales is now correct
-Japanese Heavy cruiser models fixed
-Japanese unique 3rd Infantry division counter fixed
-Germany can now build Pack artillery at start
-Unique pocket Battleships placed individually at game start
-Supercharger Tech added to jet Bombers
-Small armys industry tech reduced to 6 levels from 10
-railway artillery event refusal option spam fixed
-garrison of India OOB spam fixed
-various other localisations fixed
-missing country modifier for UK air bases fixed
-Tweaks to japanese starting techs
-division template div HQs fixed
First thanks for all the work you do on these mods. You guys are really great at this stuff. Sorry if you have been asked this before but i can't seem to find it anywhere. When I open the menu screens (production, technology, etc.) they don't fit in my screen and there doesn't appear to be any way to scroll back and forth to see the items that are outside of the screen. The opening splash screen after the game loads is the the same way. The image is cut off by the edges of my screen. Using windows 8.1 and both on the laptop screen (15.6") and the monitor (21") I can't get the menus to fit. Using 1440x900 on the monitor and tried changing the screen size in the game to this and other sizes with no luck. The map screen is fine and the bar showing resources, etc. fits in the screen at all times. I copied in the map cache file and am using the LAA file as well. Any idea what I need to do to fix or at least be able to move the screen back and forth?
Thanks!
did you change the screen resolution in the blackice settings.txt ?
Oh wow now why didn't I think of that... lol sorry to bug you with such an easy one. Thanks PANZEROO!
do need any other versions besides this one
Only the one install is needed, however you also need to be using paradox's modified TFH exe, the Podcat's TFH exe
I'm having as strange problem with tech tree overlapping occurring. This makes it so I can't research the tech under it. Any help?
sounds like you have an install conflict. manually delete the blackice folder in TFH/mods and the mod launcher, then reinstall
I have tried that but it still isn't working.
what is your screen resolution ? and checksum ?
I'm using 1920 X 1080 and my checksum is CQBB.
the screen resolution is the same as the one I use for BICE so no problems there. however the checksum is wrong which means unless you have altered some files your install is faulty.
I was able to fix it thanks for your help.
How could you fix it? I've the same trouble T.T
why is it so hard when i pick normal for allies
the difficulty settings are balanced according to whether a player has played BICE before. Normal difficulty assumes that you will know the changes to the mod and have played it a reasonably amount. If you are new to the mod I suggest an easier setting in order to familiarise yourself to the changes in BICE.
Do you need any help with simple modding (adding countries,cores,etc?)
what did you have in mind
Panzeroo, please forgive my stupidity, but I've been trying to figure out Armored Trains for a few months now..
How exactly does one use them? I can't find any info on this, except that they are an HQ unit.
they are a special HQ unit, provide decent suppression and have limited combat stats. Best used as HQs for anti partisan commands or to use with political leaders. Beyond that they are simply for immersion and don't provide any other benefits to normal HQs
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Well idk, I was just wondering if you wanted help with adding new countries, events, cores, etc. It all depends on what you would want done.
you can add Armenia, Azerbaijan, and Georgia if you still want them in the mod.
i cant reserach afv tracks wihich means cant reasearch tanks
either you have an incorrect install or are playing a custom game start.
I know I've added those and a few new ones,Quebec,Pacific states, Malaysia, etc
Panzeroo - Awesome mod. However, I am running a Mac and was previously able to run an earlier version of BlackICE with no probs. I just deleted that version and installed BI 7.53 but I got an error "Free virtual memory address space dangerously low! Starting to release old OpenGL textures to avoid crash. This might lower game's performance considerably" before crashing every time on startup. So then I installed the Map Cache but now it just crashes on the loading screen without even an error message. Any ideas? I'm running OS X Yosemite and the HOI3 collection with TFH, from the Mac App store.
still waiting on the guy who builds and tests the mac version to look into this. I don't have a mac myself so can't help.
Thanks for the quick response and I hope to hear back again soon :-) Can't wait to try this new version.
SANTA IS THAT YOU!?
SHOOT IT DOWN!
A question, What is the benefit by choosing an infantry battalion (inf attchment)instead of a regiment?
cheaper/ faster to build. These might be useful to a minor nation with low IC/ MP. Or there might be situations where the extra unit type can boost the CA bonus in a division.
Thanks! :)
Fix that think once and for all for windows xp users.. :( Keep crashing like boss ! :@
Seriously though, if you need help, let me know.
Please man can you say me this version is compatible with windows xp ? 2gb of ram..
If don't can you say me the version for windows xp latest ?
Why on earth would you still use windows XP, a ten year old OS that has no official support anymore? Especially with 2gb of ram. You have no hope of running this with those specs.
Because i live in Bulgaria we are poor country if i have to admit. Other mods are running fine :)
I don't think there is a BICE XP version which works with TFH expansion. You might have to go back to FTM expansion.
ok
BICE hasn't been compatible with XP for a long time now. Its impossible due to the limitations of the XP OS.
Hey pazerroo! I was wondering about how to get my allies to accept my expeditionary force?
Depends on which nation you are, who your allies are and probably what sort of units, when , where, and countless other things such as how much IC, supplies the allies have to support the expeditionary force. Do they need it, and can they support it ? There is not easy way to make sure an allie will accept anything. Though some situations might be easier then others.
I'm playing as germany and I want to gave slovakia some troops to help them
its difficult as the expeditionary forces part of the AI is hardcoded. We can't change how the AI accepts or rejects them. Generally if its not accepting your offer then that nation either can't afford to supply/ maintain them or doesn't feel it needs them.
japanese ai only building carriers help
The AI will build according to the ratios of units on the map. However tag switching between nations can also mess up this and result in the AI getting stuck in a build loop.
Btw panzaroo, what is your favorite country to play as?
don't really have a favourite.
does no modifers change the game drastically?
it basically means the AI is left to the mercy of the player. It is probably more useful in an MP game then single player.