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
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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:(
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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
What does the 7.5 cache do?
some people's game install is unable to create the map cache. Again no real idea why only some people's game doesn't automatically create the cache when loading. So the pre built map cache is for those people to place in user/documents/paradox/hoi3/blackice/maps folder. If your game generates the cache there is no need.
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With the blackice mod I can say this is the best strategy game ever made. When doomsday hits I am just taking my black ice mod with me. That is all i will need for entertainment. Best strategy game ever. It makes me want to cry.
hehe thanks. I will probably be nearby modding BICE. :)
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Panzeroo help! Mod is runnig good, but it won't start up full screen... it's like windowed and too small for my screen... mouse pointer isn't where i aim it aswell, got any solutions for this?
what resolution do you have ?
1920 X 1080, i installed black ice like 2 weeks ago, it worked fine until like 5 days ago and then it started starting up windowed and completly worng size...
you can find the settings for BICE in user/documents/paradox/hoi3/blackice/settings.txt
Here you can adjust the resolution and turn on/ off windows mode.
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Hi panzeroo,
I don't know it is a bug or not but all of late "Railway Artillery - Long range aux vessels" (Dora...) in my game, they are all anti-air attack instead of soft attack, I think something wrong when set the figure of AA and soft attack. :S
However, It's quite cool to have some Titan Flak in my Wehrmacht. ^^
Railway artillery does not have soft attack. They are a giant fort busting gun. The higher the calibre the better the fort attack bonus. By themselves they are next to useless, so attach them to divisions intended to attack forts. They have high AA due to all the AA defences which were attached to the railway artillery to protect them from bombers.
One more question, Do Air/Naval HQ have any advantage/difference compare to Army HQ if operating plane/ships? i have just see them have higher radio strength.
The air and naval HQs are for player immersion only. They allow the player to create land based air and naval HQ commands for their manual control the air and naval units. The AI doesn't use them. The HQs have no added benefits beyond "role playing" the command structure.
Thanks for your feedback, panzeroo. ^^
Is there any way to play this mod on 32 bit 3 GB Win7 system?
Program using memory RAM it's ok but why isn't it using virtual memory(HDD)? Do I have to upgrade my system to 64 bit and buy much more RAM?
not really. you can get around the 32bit system with a bit of work, but the 3Gb isn't so good.
Also both mediafire and onedrive links for map cache aren't working. can you upload that file again please?
mediafire is gone, some tool/s claimed the mod was malware and mediafire have been arsehats and suspended the account. Its was a paid account so I am very ****** off with a very lacklustre mediafire service here. They sure won't be getting my money anymore, or any recommendation.
All this means we are searching for a new host for BICE.
They keep on requesting of liners instead of Landing Craft..
cant they also be updated to use Templates i make intended for the "Requirements" that dey need?
Persoanlly I would ignore the requests. This aspect isn't something we can mod and so can have little bearing on BICE units. It also means you are relying on what the AI thinks it needs which is generally a bad idea - the AI is like a small child in a wheelchair !
How is the effect of Battle Commander? Follow the description in game, I should attach them to division for best effect, contrary to political leader?
The battlecommander is best placed in your elite divisions, or where you plan a tough fight such as taking down a fortress. The unit adds various terrain attack and defence and movement bonuses. More organisation and morale for the division, and it improves the overall division CA bonus. The battlecommander functions as a division HQ unit for that purpose so you can remove the div HQ.
Black Ice Version 7.53 Install guide . Best mod ever made and most hands on consistent development team EVER !
Youtube.com
Hi Panzeroo, game is crashing again in 1939 and 1940 around, due to lack of memory. I told that my ram is 3 GB, and black ice using its 2.75 gb RAM. And if there is no free memory, game is crashing. Looks like you have information about memory problems, so do you have any advice to fixing memory errors without buying much more physicial RAM please? However, program doesn't use virtual memory so there is no longer available memory. All memory is based on RAM. Can I do anything about that? I googled tons of sites but i couldn't fine any correct advice for that.
With this mod, this is the best game ever to me, but it's very very sadly to not be able to play this game without RAM problem crashes. Any advice is wonderful, thanks. :)
Hey, first of all i want to say i loe your mod, its the best hoi 3 mod for me :D
But in this Version i have a problem. The game works but i in every game i have around 20 decisions i cant click with the name "5826_title", "allow_title" or something. This decisions dont do anything, why are they ingame ?
sounds to me like you have an install conflict. find and delete the Black ICE folder in TFH/mods, and the launcher for the mod. Then reinstall.
thank you for the fast answer i´ll try :)
hmm now i get unknown "error while loading"... using steam version btw
My laptop is 1366x768 resolution and i have problem in tech and production tree is there any way to fix this ?
fixed*
you can make a translation in portuguese ? , I have friends of Portugal and Brazil , that not speak english , you think that make this ?
someone can certainly try to do this. Its a huge amount of work to translate everything, but anything is possible.
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hey
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I solved that problem, I just changed my system to 64 bit and it solved. You can add a note that "this mod doesn't work on 32-bit systems"
Also USA Special divisions which created by events only creates HQ. Actually, is it normal? Looks like normal, but it have no advantage actually because they are just headquarters.
USSR infantries have less attack and defend modifier than Finnish and Polish army. Is it normal? I developed all the land technologies by the year. Also I have to say, greatest officer purge which 30 000 officers have been killed one in Soviets is unnecessary? If USSR player wouldn't do that, is it hat any negative affect actually? (With "Your people are mindless drones!" modifier)
it does work with 32bit systems, but you need to do some extra changes your computer to allow the LAA to work.
The events which create the div HQs still need the player to build the divisions. These events give the unique division counters for people to use.
It depends on the situation with attack and defence modifiers. During the Winter war Finland has some important bonuses ( otherwise they simply get rolled by the soviets unlike history) there are also bonuses for fighting on home territory which every nation receieves. Then there are the bonus the defender gets during winter time. It is harder to attack during winter snow. The purges are largely inevitable by 1936. ( they began a few years before in history) you can delay the purges by not taking the decision, but this has its own penalties. Generally its better to let Stalin have his way here.
I told about base modifier(attack and defend only) at the top of modifier list. Not those below other modifiers like combined arms, territorial pride etc. I suspect that I did something wrong because Polish army have more base attack and defend modifier than me. So Germans are about to crash me. If you say there is something wrong with Soviets in this version, I can play with any other country because it's very hard to play in 1936-1941 era (technologies, unit development, most important strategies etc.) My units are not fully upgraded, maybe just it is but I'm worrying actually. :)
Also is not USA very hard to play and worse than Japan and German & Is producing Industrial Capacity with USA is unnecessary as of 7.53 version? (and very hard to produce them actually)
There is nothing wrong with the soviets, rather the Red army was infact in a bad state during this period. It was in the middle of reorganising and rebuilding its command structure after the purges. This affected the campaign in Finland during the winter war. Barbarossa will be hard for you unless you keep retreating and dig in along rivers further back in the USSR. One tactic is to let the Barbarossa shock penalty wear off by exchanging space for time. If you can survive until winter you will be ok.
The USA will turn into an industrial giant once they go to war.
Hello Panzero, thank you very much for your work with Hoi3. I downloaded this mod 7.53 and I started to play with Japan, what happed is that I wanted to invade via sea many provinces but the troops were not advancing, any solution ? thanks !
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passenger ships/ ocean liners are not used for amphibious invasions. these ships are used for transporting troops between ports. So keep them out of your invasion fleets.
For sea invasions you are best using landing craft or assault ships. If these are not available the auxiliary vessels are used. You will need a lot of auxiliary vessels to do an invasion larger then a division. They are short range, small capacity, slow and very vulnerable to sea and air attack. There available Long range versions. The aux vessels are gained via an event OOB when you first go to war ( and every year after)
Hope see this sooner. This destroys my whole panzerkorps (4 divs.) and Operation Weserubung, too.
Besides, I receives an event to capture 20mm Danish AA gun but when I choose "Madsen gun", nothing happen?
Operation weserubung is perfectly doable with auxiliary vessels ( including the long range aux ships) its also more historical as Germany didn't have the landingcraft in numbers to launch large invasions. Sealion is also possible with auxiliary craft if you have enough of them - and control of the air and sea.
There is a bug with the event OOB for the madsen AA, though its not a huge deal as its only a couple of AA guns.
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