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
I have multiple questions to ask you.
-
1. How come my troops isn't gaining progress in naval invasions EVEN in provinces without troops ( aka the one near Oslo )
2. What happens if OMG! goes to Axis , Commitern or Allies, will it fire events in favor to them?
3. The picture of the Panzer G/H and Tiger (P) does not change even it's in the 1942 model.
If you are using ocean liners in your invasion fleet there will be a penalty in the landing. Ocean liners are for transporting units between ports only. For sea invasions use auxiliary vessels or research and build landingcraft/ assault ships.
OMG should not be a possible to go to a faction. If it does it might break the game, or it might not...
The model change is dependant on a few things for the medium armour. For the 1942 model you need
OR = {
gasoline_engine_design = 3
diesel_engine_design = 3
}
advanced_tank_chassis_design = 2
medium_velocity_gun = 3
high_velocity_gun = 1
With 7.5 beta, there are no auxiliary vessels!?
this makes landings impossible until landingcraft/ assault ships. which will be late 1941 if not Japan/England, which start with marine activation, because you need marine activation which needs a 1941 tech: naval underway replenish. Please dont leave it this way, and let there be early naval invasions for the player!
I see another one of your comments that you gain AUX ships via an event once war starts. I'm still not sure what that means, do i get the ability to make them? or I just get a couple spawned? I guess ill find out. Black Ice is a great mod, and thanks for making it, but there is serve lack of documentation
Great mod but i cant for some reason to acsses the paradox forus and get the LAA, so you or someone can upload a direct download like mediafire or some like
we can't link it outside of the paradox forum as its a paradox product. Its basically the TFH exe which a paradox dev altered. It would breech copyright if we started giving away the TFH exe for free. To access the link on the forum you need to register the TFH exe which you already own.
How do I prevent my troops running out of supplies in Russia? Recently I had 50 or so divisions about 1-4 provinces away from Moscow, and the Russians only had a collection of under-strength NKVD Border Guards/Militias. However, I couldn't push in sufficient force due to the weather (which I understand) and the supply situation. Why is it that my line from Leningrad to the Caucaus mountains has 50-75% of my troops completely out of supplies?
Also, how do troops work in jungle provinces? Would it be better to have say a LInf/Gurkha/PArt/RCav/Eng/DivHQ division or just a plain infantry (mot?) division? It would be useful if you could set out somewhere what troops and equipment are optimal in different environments.
Thanks!
Depends on many factors. The composition of your divisions _ check what units are using a lot of supplies as some unit types are worse then others ( Heavy armor for example, and bombers) also axis allies will soak up your supplies when in your territory. You can get around this a number of ways. Maximum use of generals with supply consumption bonus/ logistic traits. Keep your supply network free of revolt risk with SD troops and garrisons. Use transport planes in emergency. Build up infra along the supply network routes. Take the various train decisions/ events which increase supply throughput. Where ever you see a tech or modifier with supply throughput bonus take it.
for jungle units its best to check the terrain modifiers and determine the average overall across the division. These are also affected by tech levels. Generally its safe to say that Light infantry/Gurkha or marines with pack art/ engineers/ Rcav / commandoes are a better option then motorised units or plain infantry at least in terms of movement.
Do you mind if I make a sub-mod for this?
sub mods for BICE are very popular. There are about a dozen of them already.
is that a yes or no?
yes. What will the sub mod do ?
It will be a simple expansion with a few new events and a host of new countries.
Do corps hq divisions gained from technology events still need a division hq in order to benefit from combined arms bonus?
Corps HQs and above don't allow CA bonus since the staff are not usually trained to command on a divisional level (regiments and battalions coordination)
So I should just give them some anti air to help them not get bombed?
Also, I've never gotten any of these advanced division hq's. Is there a trick to them, like winning a battle against superior forces or something?
if you want to use them in combat you can always add a div HQ to them, and some combat units. Otherwise AA is a good option, and perhaps some recon to help them move faster.
The elite Div HQs have a very small chance of being created for each level of the division command structure tech.
Recon helps speed? Jeebus there are so many mechanics to learn. So most of the tech corps and army hq's come with bike Recon, but some come with engineers. How do the engineers help with a command hq unit?
Thanks, I had forgotten the elite div hq's cane from a tech. I'll check what it says there for more info.
recon units add a terrain speed bonus - this is average out across the entire division the recon is attached to, so the better the terrain modifiers for each specific unit the more useful the division is in particular terrain. That means a HQ might not be slowed down so much when moving through forests or hills for example.
Engineers have useful river, urban, and fort attack bonus. Not that useful for the HQ itself. Depending on how much micro management you are into you can attach these to a unit which has to fight those sorts of battles, and then bring it back to the HQ. So its a kind of corps or army reserve. They also get better modifiers the more you research the engineer techs.
the music stop , the game cdt
help
I make all steps
sorry for my english salute from Brazil
are you using podcat's TFH exe ?
Why is the Soviet Command so....******?
and also Hungary already has the Cluj region of romania when i started to invade it in 1936
the soviet army command was in a mess pre war and at least until late 1942.
Just checked the game and Romania has the Cluj region in 1936
yes im using podcat's
It sounds like a HOI3 tech support issue as BICE doesn't touch the music files. Its also not a reported issue with BICE by anyone else.
This comment is currently awaiting admin approval, join now to view.
Is it possible to add { COUNTRY TAG } Foreign Armor, but has a limit to what can you build?
potentially it can be done yes
I noticed I can't build IC directly from the production menu. IS this something that is meant to be? I can stil build it if I click on a province and order it to be built on that province, but can not build it directly from production menu. There isn't even an IC or Heavy IC button to click to build it.
you can only build IC/ airbases/ forts/ pillboxes etc.using the province interface. It helps prevent spamming and exploiting the buildings by letting them wait in the production queue before placing them on any province.
Im almost finished with the sub mod, were do you want me to send it when im done?
panzeroo2012@gmail.com
Can be designed each division by each battalion form
not sure exactly what you mean...Each division can be made from any of the available units in any combination if that's what you mean.
I need to add one more country then I'll be ready to send you the sub mod, question do you know how to frame the minister portraits? Whenever I add minister photos they don't have the white frame around them, how can I fix that?
Broken AFV track research - its red and cant be researched also some other tech is unavailable but i dont remember which .. that makes impossible to get armor.
either you have an install error or are using a custom game start
Game crashes while loading history files.
Do you know what cause this issue.
Keep up the good work.
do you have podcat's TFH exe ?
I guess no.
Mod worked fine 'til 7.53v.
very lucky to have to work that long without podcat's TFh exe as it allows the game to use more then 2Gb memory. Unless you had used a LAA switch already ? Techpowerup.com
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
map cache link dead
Onedrive.live.com
new link to the 7.5 map cache
Thank you so much, so you still work on this rven after HOI4 release?
We are working on the next version of BICE 8. Lots of huge changes, including 36 province buildings also horse, truck and Half-track division transport units. After that we will see how we feel about HOI IV once its released I guess.
This comment is currently awaiting admin approval, join now to view.
First crash is on installing map - section 4849 I think. Then, perhaps related to this, when it runs, it crashes loading graphics after game selection
sadly we have not been able to get 7.53+ to work with a mac:(
This comment is currently awaiting admin approval, join now to view.
In that case, could I get a link to the latest version that does work on the mac, pretty please?
best bet at this stage is to download a 7.4 version and install perhaps using WINE Winehq.org