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Man. This is such a cool mechanic. I had my tribals stealing an egg, so that I could tame the chick. Hence, why, for a second my Ark: SE gut was telling me I would not get more fertilized eggs.
Honestly, props for the interesting mechanic on those. I loved it. Made part of my tribe that every colonist needs to fetch his own Harpeagle egg and tame the chick after it's born. 11/10 Storytelling. <3
Oops, that description wasn't supposed to be there; it was from when I was writing the lore for the nests. Thanks for letting me know, I'll fix it and release the correction soon along with the other updates.
In the mod, there are two different ways to obtain harpeagle eggs.
In tamed versions, only females were supposed to drop this type of egg.
However, in nests, there's a spawn factor that sometimes drops a fertilized egg, even if there are only males.
Yes, it's normal for creatures to fight each other, but are you mentioning the birds from vanilla? If for some reason they are interacting with any of the mod's structures, please let me know.
Also, I'm working on balancing to remove the appearance of some animals. Since there are many tests and runs, it ends up taking a while.
Hope you are having a good day!
Quick question, can a female and male tamed Harpeagle make fert eggs?
awesome mod though! loving the creatures
also, the moles burrows are spawning outside caves, is it normal?
I'm currently working on this before releasing the new animal update. Please share XML or C# code ideas, that would be greatly appreciated.
It's a great idea, but I have no idea how to do it. It would take me a while to research and learn, hehe.
Let me know if the frequency of the new event is well adjusted, I tried to make it rarer so I will need your feedback again.
High risk/high reward of near endless amounts of Plasteel, but having to fight through potential hordes of the Plastemmoths would be a heck of a quest.
It wasn't the intention
I understood you perfectly. A friend reported the same bug to me. I just noticed that any animal that came close to the nest or burrow at the same time was affected by Manhunter's status.
It's already being fixed, and I'll update the mod soon. Thanks for your feedback.
I needed to nerf their spawns a bit; it was quite unbalanced, but now the drop rates are the same.
Fashtar
Yes, definitely. I plan on using most of the dropped materials, be they megabones, horns, or teeth. As was done with some of the mod's weapons.
Thanks everyone
Thanks. Good work. One of my favs. Waiting for futher additions.
https://discord.gg/PmV4hfEH
It would be great to have some testers. Before posting the mod, I try to play a few runs to check the animal spawn rates in the biome, but as you know, this game is very variable and unpredictable. Since the game is based on percentages, each run is different. Some of your runs might spawn three scarodons at the beginning of the game, making life difficult, or, luckily, many herds of herbivores.
In any case, I'll always be trying to balance this mod to make it viable.
I increased the spawn time 12 hours to 3 days for each harpeagle spawn, capped at 2.
and 2.6 days for sporemoles, capped at only 4.
Furthermore, they appear in the case of the Manhunter, as the pawn approaches the nest or den. So be careful when approaching anyway.
Spawn on maps has been halved. It was at an event value of 1.0, and now has a 0.5 chance of occurring.
It's good to be back.
Mythic Ages: Megafauna Bestiary
- all animals from the mod will spawn less frequently
Mythic Ages harpeagles and sporemoles:
- nests and burrows will spawn less frequently
- nests and burrows will not spawn in tundra or extreme desert
- meatshroom bolus, bones, unfertilized eggs will spawn less frequently
- fertilized harpeagle eggs and sporemoles will spawn less frequently
- will spawn as wild animals (not hostile)
- will go manhunter if pawns approach their nest or burrow
lol