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FFH hut and lair results

I've seen several people ask about lair results in Fall from Heaven, and have commented about them in spoiler threads. I thought it would be good to have a non-spoily place where the information was available; thus this thread.

First, hut results. First column is for non-recon units; second is for recon units (more specifically, units with the bNoBadGoodies flag set):

Code:
Settler:
20% High gold
10% Low gold
5% Map
10% Settler
10% Warrior
5% Scout
10% Worker
5% Experience
5% Healing
20% Tech
Chieftan:
20% High gold        21% High gold
10% Low gold         10.5% Low gold
5% Map               5.3% Map
10% Settler          10.5% Settler
10% Warrior          10.5% Warrior
5% Scout             5.3% Scout
10% Worker           10.5% Worker
5% Experience        5.3% Experience
5% Healing           5.3% Healing
15% Tech             15.8% Tech
5% Weak barbarians
Warlord:
15% High gold        16.7% High gold
15% Low gold         16.7% Low gold
10% Map              11.1% Map
5% Settler           5.6% Settler
10% Warrior          11.1% Warrior
5% Scout             5.6% Scout
5% Worker            5.6% Worker
5% Experience        5.6% Experience
5% Healing           5.6% Healing
15% Tech             16.7% Tech
5% Weak barbarians
5% Strong barbarians
Noble:
15% High gold        17.6% High gold
20% Low gold         23.5% Low gold
10% Map              11.8% Map
10% Warrior          11.8% Warrior
5% Scout             5.9% Scout
10% Experience       11.8% Experience
5% Healing           5.9% Healing
10% Tech             11.8% Tech
10% Weak barbarians
5% Strong barbarians
Prince:
10% High gold        12.5% High gold
20% Low gold         25% Low gold
10% Map              12.5% Map
10% Warrior          12.5% Warrior
5% Scout             6.2% Scout
10% Experience       12.5% Experience
5% Healing           6.2% Healing
10% Tech             12.5% Tech
15% Weak barbarians
5% Strong barbarians
Monarch:
5% High gold         6.7% High gold
20% Low gold         26.7% Low gold
10% Map              13.3% Map
10% Warrior          13.3% Warrior
5% Scout             6.7% Scout
10% Experience       13.3% Experience
5% Healing           6.7% Healing
10% Tech             13.3% Tech
15% Weak barbarians
10% Strong barbarians
Emperor:
5% High gold         7.1% High gold
25% Low gold         35.7% Low gold
10% Map              14.3% Map
5% Warrior           7.1% Warrior
5% Scout             7.1% Scout
5% Experience        7.1% Experience
5% Healing           7.1% Healing
10% Tech             14.3% Tech
15% Weak barbarians
15% Strong barbarians
Immortal:
25% Low gold         38.5% Low gold
10% Map              15.4% Map
5% Warrior           7.7% Warrior
5% Scout             7.7% Scout
5% Experience        7.7% Experience
5% Healing           7.7% Healing
10% Tech             15.4% Tech
15% Weak barbarians
20% Strong barbarians
Deity:
25% Low gold         41.7% Low gold
5% Map               8.3% Map
5% Warrior           8.3% Warrior
5% Scout             8.3% Scout
5% Experience        8.3% Experience
5% Healing           8.3% Healing
10% Tech             16.7% Tech
10% Weak barbarians
30% Strong barbarians

Rob graveyard: equal chance of:
.High gold
.Low gold
.Skeleton (hostile)
.Spectre (hostile)
.Tech


For lairs (this may not be much clearer than pasting the python code, but I hope it is):

For dungeons, barrows, ruins, and goblin forts, roll 0-99 and add the level of the exploring unit.
1-13: BigBad
14-43: Bad
44-73: Neutral
74-93: Good
94+: BigGood

The epic lairs (Pyre of the Seraphic, Bradeline's Well, Broken Sepulcher, and Maenalus) use the same roll, but have different results:
1-53: BigBad
54+: BigGood

BigBad on land tile:
.Main unit: Azer, Assassin, Ogre, Giant Spider, Hill Giant, Spectre, Scorpion
..(after grace period, add Air Elemental, Earth Elemental, Fire Elemental, Gargoyle, Vampire, Myconid, Eidolon, Lich, Ogre Warchief, Satyr, Werewolf)
.Main unit promotions: Mutated, Cannibilize, Mobility, Strong, Blitz, Command I, Heroic Strength, Heroic Defense, Magic Immune, Stoneskin, Valor, Vile Touch
..(after grace period, add Fire II, Air II, Hero, Marksman, Shadowwalk)
.Henchmen: Azer, Griffon, Axeman, Wolf, Chaos Marauder, Wolf Rider, Mistform, Lion, Tiger, Baby Spider, Fawn, Scorpion
...(after grace period, add Ogre)
.If the lair is on snow, add to henchmen: Frostling Archer, Frostling Wolf Rider, Polar Bear
.If the lair was a barrow:
..add to promotions: Death II
..add to henchmen: Skeleton, Pyre Zombie
...(after grace period, add to main unit list: Wraith)
.If the lair was a ruin:
..add to promotions: Poisoned Blade
..add to henchmen: Lizardman, Gorilla
...(after grace period, add to main unit list: Manticore)
.If AC > 40:
..add to main unit list: Pit Beast, Death Knight, Balor
..add to promotions: Fear
..add to henchmen: Imp, Hellhound
Lair is never destroyed

BigBad on water tile:
.Main unit: Azer, Sea Serpent, Stygian Guard, Pirate
..(after grace period, add Air Elemental, Water Elemental, Kraken)
.Main unit promotions: Mutated, Cannibilize, Mobility, Strong, Blitz, Command I, Heroic Strength, Heroic Defense, Magic Immune, Stoneskin, Valor, Vile Touch
.Henchmen: Azer, Griffon, Drown
Lair is never destroyed

Bad:
.Collapse: exploring unit is damaged up to 90%, lair is destroyed
.If exploring unit is level 1:
..Death: exploring unit is killed, lair is never destroyed
.If the exploring unit is living:
..Crazed promotion, 80% chance that lair is destroyed
..Crazed, Enraged, and Demon promotions
..Diseased promotion, 80% chance that lair is destroyed
..Enraged promotion, 80% chance that lair is destroyed
..Plagued promtion, 80% chance that lair is destroyed
..Poisoned promtion, damage up to 90%, 80% chance that lair is destroyed
..Withered promtion, 80% chance that lair is destroyed
.If the exploring unit is Melee type:
..Rusted promotion, loses Bronze, Iron, and Mithril promotions, 80% chance that lair is destroyed
.If the the lair was a shipwreck:
..Drown spawns, 50% chance that lair is destroyed
..Sea Serpent spawns, 50% chance that lair is destroyed
.If the lair was on a land tile:
..Spider spawns, 50% chance that lair is destroyed
..Spectre spawns, 50% chance that lair is destroyed
.If the lair was a Goblin Fort:
..Scorpion spawns, 50% chance that lair is destroyed (this is 3x more likely than other results)

Neutral:
.Nothing: lair is destroyed
.If the lair was on a land tile:
..Skeleton spawns, 50% chance that lair is destroyed
..Lizardman spawns, 50% chance that lair is destroyed
..Giant Spider spawns, 50% chance that lair is destroyed
..Glowing Portal: teleports exploring unit, lair is never destroyed
..Explore the depths: 50% chance of BigBad, 50% chance of BigGood, lair is always destroyed
..Dwarves vs. Lizardmen: get two dwarf axemen, three hostile lizardmen, or vice versa. Lair is always destroyed.
...If the player has discovered Bronze Working, the axemen will start with the Bronze Weapons promotion
...If the player has discovered Hunting, the lizardmen will start with the Poisoned Blade promotion
..Caged: the exploring unit is Caged, lair is never destroyed
.If the lair was on a snow tile:
..Frostling spawns, 50% chance that lair is destroyed
.If the lair was a barrow:
..Skeleton spawns, 50% chance that lair is destroyed (this is 2x more likely than other results)
.If the lair was a ruin:
..Lizardman spawns, 50% chance that lair is destroyed (this is 2x more likely than other results)
.If the lair was a goblin fort:
..Scorpion spawns, 50% chance that lair is destroyed (this is 3x more likely than other results)
.If the lair was on a water tile:
..Drown spawns, 50% chance that lair is destroyed
.If the exploring unit is living:
..The unit is Mutated

Good:
.High Gold, 90% chance that lair is destroyed
.Treasure Chest, 80% chance that lair is destroyed
.Experience, 100% chance that lair is destroyed
.If the exploring unit is living, and doesn't already have the Spirit Guide promotion:
..Spirit Guide promotion, 80% chance that lair is destroyed
.If the lair was on a land tile:
..Healing Salve, 100% chance that lair is destroyed
..Supplies
..If the player has discovered Mysticism:
...Disciple, equal chance for any of the six non-Esus religions, 100% chance that lair is destroyed
.If the exploring unit is Melee type, and doesn't already have the Enchanted Blade promotion:
..Enchanted Blade promotion, 100% chance that lair is destroyed
.If the exploring unit is Adept type, and doesn't already have the Spellstaff promotion:
..Spellstaff promotion, 100% chance that lair is destroyed
.If the exploring unit is Recon type, and doesn't already have the Poisoned Blade promotion:
..Poisoned Blade promotion, 100% chance that lair is destroyed
.If the exploring unit is Archery type, and doesn't already have the Flaming Arrows promotion:
..Flaming Arrows promotion, 100% chance that lair is destroyed
.If the exploring unit is Disciple type, and doesn't already have the Shield of Faith promotion:
..Shield of Faith promotion, 100% chance that lair is destroyed
.If the exploring unit can use bronze weapons, and doesn't already have the Bronze Weapons promotion:
..Bronze Weapons promotion, 100% chance that lair is destroyed
.If the exploring unit can use iron weapons, and doesn't already have the Iron Weapons promotion:
..Iron Weapons promotion, 100% chance that lair is destroyed
.If the exploring unit can use mithril weapons, and doesn't already have the Mithril Weapons promotion:
..Mithril Weapons promotion, 100% chance that lair is destroyed

Big Good:
.Treasure Vault (same as treasure chest?)
.Golden Age
(after grace period: Angel, Monk, Assassin, Champion, Mage)
.Technology
.If the lair was on a land tile:
..Jade Torc
..Rod of Winds
..Timor Mask
..Adventurer
..Great Bard
..Great Commander
..Great Engineer
..Great Merchant
..Great Prophet
..Great Sage
..If the tile has no bonus feature:
...Mana Node
...If the player has discovered Mining: Copper
...If the player has discovered Smelting: Iron
.If the lair was on a water tile:
..Friendly Sea Serpent
..If the tile has no bonus feature:
...Clams
...Crabs
...Fish
Lair is always destroyed
Reply

Thanks.
Travelling on a mote of dust, suspended in a sunbeam.
Reply

Excellent smile.

I think for the mod BigBad and BigGood results should be re-rolled in the first 50 turns (Normal speed).

Darrell
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What are the lair unit modifiers? And, what are the differences between Graveyards, Lair, Ruins, Barrows, and the Well unique feature?

EDIT: Do the Big Bad unit spawn percentages vary? I assume they do since quite of few of those units have never appeared in my games.
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Which was the FFH game where someone spawned a Mistform? That was a good read, I'd like to go back and relive the horror.

Darrell
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darrelljs Wrote:Which was the FFH game where someone spawned a Mistform? That was a good read, I'd like to go back and relive the horror.

Darrell

That would be VI. Although I think Thoth might have spawned one in III, too, but if that was true he killed it quick.
EitB 25 - Perpentach
Occasional mapmaker

Reply

sunrise089 Wrote:What are the lair unit modifiers? And, what are the differences between Graveyards, Lair, Ruins, Barrows, and the Well unique feature?

My experience is the epic dungeons only give Big results.

My experience is Lairs, Ruins and Barrows are the same.

I've only seen gold, tech Skeletons or Spectres from Graveyards. Its certainly a different table Dave omitted.

Darrell
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darrelljs Wrote:Which was the FFH game where someone spawned a Mistform? That was a good read, I'd like to go back and relive the horror.

Darrell

It happened to the Malakim in PBEMIII.
Reply

Thanks kindly!

Out of curiosity: how long is the grace period? I assume this is likely map size and difficulty dependant. Frig, I've been playing Civ 4 since it came out and FFH2 since it was featured in that PC magazine, you'd think I'd have looked this up by now.
Reply

sunrise089 Wrote:What are the lair unit modifiers? And, what are the differences between Graveyards, Lair, Ruins, Barrows, and the Well unique feature?

The only unit modifier is unit level, which gives +1 on the roll. Ruins, Barrows, Goblin Forts, and Dungeons are the same except where noted. Graveyards and Epic Lairs are different; I'll edit those in later (sometime this weekend).

sunrise089 Wrote:Do the Big Bad unit spawn percentages vary? I assume they do since quite of few of those units have never appeared in my games.

Equal chance for each unit in the list, except where noted. Some units are not put into the list until after the grace period expires, which is something like 20 turns * (difficulty level+1) at Quick speed.
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