Icarus Mod, Version 6 in Preliminary Release

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Beriand
Posts: 323
Joined: Mon Aug 16, 2021 2:33 pm

Re: Icarus Mod, Version 6 in Preliminary Release

Post by Beriand »

You need to check one step ahead :) Apparently they are expelled to submarine duty.

Image
Cfant
Posts: 504
Joined: Sun Dec 12, 2010 10:16 am

Re: Icarus Mod, Version 6 in Preliminary Release

Post by Cfant »

Hi!

I've a short question: Is the mod compatible with the blue max mod?

Greetings!
teletabicus
Posts: 13
Joined: Sun Sep 23, 2018 4:27 pm

Re: Icarus Mod, Version 6 in Preliminary Release

Post by teletabicus »

Hi teletabicus,

Thanks for flagging this - that probably explains the cryptic comment from Beriand above. I assume you are referring to the pop-up that says 'German Socialist Party Expels 18 MPs for Voting Against the War". Is that correct?

This is supposed to fire only once on or after March 10, 1916. It is a type 1 script, so I can't see why it would be firing every turn. When did this start happening in your game? And is it appearing for both sides, or just the Central Powers? Once I am able to diagnose the problem, I will update the game files to correct this.

Cheers,

Michael

Hi Michael, Yes, it's correct. I'm playing with 6.9 first version yet, I didn't updatem I'm waiting to finish the current game. Thanks
Giovanni
Cfant
Posts: 504
Joined: Sun Dec 12, 2010 10:16 am

Re: Icarus Mod, Version 6 in Preliminary Release

Post by Cfant »

It seems, it works with BlueMax. I never played Icarus, but will give it a try now :)
mdsmall
Posts: 902
Joined: Tue Apr 28, 2020 11:36 am
Location: Vancouver, BC

Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Beriand wrote: Wed Jan 28, 2026 11:31 pm You need to check one step ahead :) Apparently they are expelled to submarine duty.

Image
Many thanks Beriand for finding the offending script among the thousands of line of code in the mod. I have no idea how that historical pop-up got pasted into a notice about unrestricted submarine warfare (most likely, I was copying and pasting pop-up scripts and forgot to over-write this tag).

If you have already started a game of Version 7.0, this little pop-up glitch should only be a minor irritation. Nevertheless,
I have now corrected it in Version 7.0 and have updated the files in my dropbox link, given above. The latest versions of the .cgn file for both campaigns is dated January 29, 2026.

Cheers,

Michael
Cfant
Posts: 504
Joined: Sun Dec 12, 2010 10:16 am

Re: Icarus Mod, Version 6 in Preliminary Release

Post by Cfant »

On page 29, the mod-desciption says (about regaining NM-losses):

Austria-Hungary: Bruneck, Bucharest, Klagenfurt, Pola, Trento, Trieste

Do you mean Budapest? Bukarest was no Austrian city, but the Rumanian capital?
And for the DE to use German MPP for fertilizier to gain 100 NM per turn - do you pay 50 MPP only one time, right?
wirkey
Posts: 49
Joined: Sun Oct 17, 2021 10:00 am
Location: Germany

Re: Icarus Mod, Version 6 in Preliminary Release

Post by wirkey »

Hi folks,

trying to install this mod. But I got an error when starting it in local mode:

FAILED(set_information_maps): No such file or directory

any help is appreciated
mdsmall
Posts: 902
Joined: Tue Apr 28, 2020 11:36 am
Location: Vancouver, BC

Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Cfant wrote: Thu Feb 05, 2026 3:26 pm On page 29, the mod-desciption says (about regaining NM-losses):

Austria-Hungary: Bruneck, Bucharest, Klagenfurt, Pola, Trento, Trieste

Do you mean Budapest? Bukarest was no Austrian city, but the Rumanian capital?
And for the DE to use German MPP for fertilizier to gain 100 NM per turn - do you pay 50 MPP only one time, right?
Hi Cfant,

I actually meant Bucharest - the capital of Romania. I added it as an NM objective for Austria-Hungary. They will get 1000 NM points if they capture it and will lose 1000 NM points if the Entente recaptures it. But you are right, it was a bit confusing to include it with those other NM objectives listed on p.29, since all of the other ones are inside Austria-Hungary at the start of the game.

The German DE for diversion of phosphate to food production is every turn for the rest of the game. 50 MPPs will be deducted from Germany's income and it will gain 100 NM points. It is similar to the DEs for other powers to spend MPPs to earn NM points, but the German DEs fire on a specific date (at the start of 1916, 1917 and 1918) and Germany gets that option when its National Morale reaches 90% (for most other powers, it has to drop to 50% to fire).

I have limited but significant patch for Version 7.0 of the mod, which I will be adding to my dropbox later this weekend. I will post a note here when it has been updated in my DropBox.

Cheers,

Michael
mdsmall
Posts: 902
Joined: Tue Apr 28, 2020 11:36 am
Location: Vancouver, BC

Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

I have just updated the files for the Icarus 1914 campaign, Version 7.0 to resolve a couple of issues that became apparent in my current match against Old Crow Balthazor.

Bulgaria was mobilizing a little more quickly than intended; and once it entered the war, the DE offering the option for France to intervene in northern Greece to aid Serbia would not fire. This blocked Greece from continuing to mobilize in response to Bulgaria.

All these issues have been resolved in the latest patch. The corrected .cgn file in my DrobBox is dated February 8, 2026. My documentation for the mod in Dropbox has been updated as well to reflect these corrections.

My apologies to those players who have already begun games of Version 7.0. You may wish to download the updated version of the mod to correct for the above issues.

Meanwhile, Old Crow and I have worked out an arrangement to compensate for these issues, so our test match on his YouTube channel continues!
teletabicus
Posts: 13
Joined: Sun Sep 23, 2018 4:27 pm

Re: Icarus Mod, Version 6 in Preliminary Release

Post by teletabicus »

Hi
In my current game, it's 1918, and my CP research, especially the German one, seems slowed down, if not stopped. I've spent every chip I can on the Stosstruppen, and progress is incredibly slow, even though, historically speaking, I think it should be the highest priority for Germany at the decisive moment of the campaign on the Western Front. I also notice that at low levels, the Stosstruppen are less effective than line units, starting with zero experience when it's assumed that the new units are made up of veterans with experience in both troops and leadership, indeed the elite.
The version is the 6.9, perhaps 7.0 is solving this problem
Cfant
Posts: 504
Joined: Sun Dec 12, 2010 10:16 am

Re: Icarus Mod, Version 6 in Preliminary Release

Post by Cfant »

@mdsmall: Is the patch compatible to ongoing matches?

Greetings,

Chris
mdsmall
Posts: 902
Joined: Tue Apr 28, 2020 11:36 am
Location: Vancouver, BC

Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

Hi cfant - unfortunately, any patch will only apply to new matches. Your current game will operate with the settings that were in place when you started it. If you DM me, I can suggest some house rules that you and your opponent could agree to that would achieve many of the effects of this patch.
mdsmall
Posts: 902
Joined: Tue Apr 28, 2020 11:36 am
Location: Vancouver, BC

Re: Icarus Mod, Version 6 in Preliminary Release

Post by mdsmall »

teletabicus wrote: Tue Feb 10, 2026 11:13 am Hi
In my current game, it's 1918, and my CP research, especially the German one, seems slowed down, if not stopped. I've spent every chip I can on the Stosstruppen, and progress is incredibly slow, even though, historically speaking, I think it should be the highest priority for Germany at the decisive moment of the campaign on the Western Front. I also notice that at low levels, the Stosstruppen are less effective than line units, starting with zero experience when it's assumed that the new units are made up of veterans with experience in both troops and leadership, indeed the elite.
The version is the 6.9, perhaps 7.0 is solving this problem
Hi teletabicus,

Your slow research progress may be due to the fact that the Entente has reached Spying and Intelligence Level 2, while Germany is at 1 or 0. That's a feature of the regular game - see the section of the manual on the research function. As a tech Shock Infantry will not benefit from research sharing with the other CP Powers, or the indirect effects of spying on the Entente, as only Germany has that tech. So its progress will naturally be a bit slower than other techs.

As I explain in the Guide, Stosstruppen units start with lower combat strengths than regular corps but gain attack strength with each increment of Shock Infantry tech. So they are equal in combat abilities to regular corps at Level 3 and have a 1 point advantage at Level 4. This means that Germany has to start early in researching that tech in order to gain maximum benefit from it in 1917 or 1918. The progress in Shock Infantry tech controls when and how many Stosstruppen Germany can build. I've experimented with about three other ways to model Stosstruppen within the game system and so far this seems to be the best approach.

Michael
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