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报告翻译问题









@Hexagoros Chariots may faster than anything, but they feel really slow
The issue is the game-engine. Chariots get stuck on positively everything, lose their pathfinding, or simply get 'confused,' and there really isn't much (anything) modders can do about that. Increasing speed would only make chariots 'even faster' in the moments where they 'do' work.
I think the current line of buffs works just fine, it gives you enough 'error room' to cover for chariots' jankyness without making them invincible cheat units.
But I just played a bit and am by no means a chariot expert. Anyway, my 5 cents. Thanks for the mod! <3
It's definitely viable if you want chariots to be really strong in your campaign, maybe slightly overtuned in terms of HP. An AI player who likes chariots will be MUCH more dangerous.
However, I felt the lack of speed / charge was the biggest issue I still saw.... Barely any accaleration, no charge to speak of (still), even fresh and downhill was barely faster.
This mod, I feel, is necessary padding given how chariots often just refuse to follow orders.