永远de夜神月 永远de夜神月v
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Rimworld最新6月7日更新内容Update 1.3.3387 Hi there, we've got another update for you today! This update cleans up some rough edges in Steam Deck, and expands the number of game modes that can use Ideology functionality. The update should be compatible with all saves and mods. If the update cause problems and you have a bug to report, or you want to help us test, please join the Official RimWorld Development Discord! Thank you to all of our testers for your feedback. Have a great week! - Tia Steam Deck Improvements- Fixed multiple cases where on Steam Deck some keyboard shortcuts were mentioned - Commands now show "button A" glyph instead of "A" label on Steam Deck. - When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they're still visible. - Added "Keyboard mode" option on Steam Deck in case someone connects a keyboard to the SteamDeck. Ideology Improvements- Drum and dance parties can be held in the "Ideology system inactive" mode. Party hard! - Relics system now works in "Ideology system inactive" mode. You can do the relic chase, quests, build the reliquaries, and so on. - Colonists no longer get upset for delaying a ritual. - Colorized some ideoligion-related text in ritual trigger letter. - Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower. - "No slaves in colony" thought does not apply at "Very low" expectations or below. - Ritual opportunity letters are skipped for most rituals for the first 10 days of play. - Adjusted reliquary description. - Adjusted inspect pane and stat readout for relics in classic mode. Misc- Updated player creative content. - Changed the nutrients needed for lavish vegetarian and lavish carnivore meals to 1.25 (previously 2.5). Fixes- Fix: Dismissing on-screen keyboard on SteamDeck doesn't unfocus the text field. - Fix: Not all precepts are added to memes during fluid ideoligion development. - Fix: Malformed letters are sent to the player regarding ritual obligations that should not send letters. - Fix: Multiple funerals generating for ideoligions. - Fix: Word of serenity does not work on catatonic breakdown. - Some minor fixes to how ideoligions are generated.
2月27日Update 1.3.3287更新内容英文与机翻 Update 1.3.3287 makes ideoligions smoother to playHey everyone, it's time for another update! This update fixes a variety of bugs and includes a number of changes that should make the ideoligions system less restrictive and more flexible. Key among those is a new way to play with Ideology content active, but without actually running the ideology system. The ideology system is great for players who want to do something different, but it could be overwhelming for someone on their first game or who just wants to relax. This new option allows running the game without the complexity of the ideologion system, but with almost all the Ideology content active, including the biosculpters, ancient complex quests, Gauranlen trees, public executions, and more. (Some buildings like skullspikes and loudspeakers are still buildable despite not doing much without ideoligions active - they make nice visual flair if you want them.) We've also reworked how a few pieces of Ideology work to make common ideoligions reduce micromanagement and annoying situations, especially when you're hosting guests from NPC-generated ideoligions. There are also a variety of bug fixes and other improvements - see the changelog below. This update should be compatible with all saves and mods. Thanks to everyone who helped test on the official dev Discord! And as always, please don't hesitate to review Ideology on its Steam page! Cheers, Ty New feature- Added a new play option that allows playing with Ideology content active, but without the ideoligions system active. This is appropriate for someone on their first game, or who isn't trying to do something specific with ideoligions. Ideology content includes things like: Ancient complex quests, biosculpter technology, Gauranlen trees, ancient debris, etc. UI improvements- Reworked ideoligion setup UI. Classic, custom and load buttons are now selectable elements that take effect when the player hits "next". - The old "classic" mode is now called "classic-like" and is one of the "mild" presets. - Meme tooltips now list all prevented precepts instead of just saying how many there are. - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts. - We now draw a thin faint box around ideoligion preset selectables, precept and meme boxes. Looks better. - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it. - A "Show all" checkbox on ideo dialog shows all hidden precepts. - Updated meat eating precept and thought labels and descriptions to better match gameplay. Tuning - General- Added a 0.75x factor to pawn points for colony slaves when calculating threat point (wealth points was already adjusted for slaves). This means having slaves won't attract larger threats as much as colonists. - Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge. - Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge. Tuning - Ideoligions- Meme FleshPurity no longer forces the anti-biosculpting precept. This should allow players to use biosculpting to recover limbs for their purists so they don't end up being all amputees after a while. - Bigotry precepts don't have associated memes any more, so won't appear unless specifically configured by the player. This reduces annoyances around dealing with bigoted guests and recruits. - Remove the carnivore precept requirements from the Rancher meme. Reduce Rancher meme's plant work speed factor from 0.9 to 0.70. Reduce Rancher meme's impact from 3 to 2. This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising. - Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. - Remove most meme associations from vegetarian and carnivore precepts. These shouldn't appear unless player specifically configures them. This should reduce annoyances around food requirements of specific guests or recruits. Misc- Added a debug tool for spawning meals with specific ingredients. - Reworked eclipse precept artwork. - Updated "name in game" player names. - The system now ensures all mods adhere to their forceLoadBefore and forceLoadAfter lists. - Only log warning message if quest script is unaffected by points and population. The user is warned with "[not now]" if affected by points or population. - Added fail message for generating single quest. - Improve some charity quest-related message texts. - In classic mode, ensure factions generated after initital world gen use the same classic ideoligion. - Raid sample debug outputs now correctly uses lastRaidFaction and resets it afterwards. Fixes- Fix: Rendering bug (all rectangles are white) on intel graphics. - Fix: Error generating sampled raid info under faction's min points to generate combat encounter. - Fix: NullReferenceException when attempting to trade from shuttle. - Fix: "Assign owner" tooltip for animal beds mentions humanlike owners. - Fix: Getting raid sample info for non-hostile factions re-selects a hostile faction, giving inaccurate results. - Fix: Torture crown is automatically equipped by colonists. - Fix: Classic mode ideoligions don't start with some classic precepts. - Fix: Blindness from resurrector mech serum is not cured by biosculpter regen cycle. - Fix: Resurrector mech serum plays resurrection sound on item pickup, not on application. - Fix: Error when generating pawn from factions that do not have allowed cultures, or their allowed cultures do not have styleItemTags. - Fix: Faction ideoligions are not reset on going back from colonist selection screen if the player first chooses classic, then another option. - Fix: Mods without forceLoadBefore/forceLoadAfter cannot be enabled. - Fix: Mods with forceLoadBefore/forceLoadAfter cannot be disabled. - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map. - Fix: RitualObligationTrigger_EveryMember doesn't recache active obligations on ideoligion reform. - Fix: Non-site psychic emanation and suppression ship parts don't have their gender randomized. - Fix: Bugs related to copying an ideology for reform process. - Fix: Shelves, chairs and stools don't have style dominance. - Fix: Ideoligion info available on ritual begin dialog in classic mode. - Fix: Loading classic mode game gives the player non-classic rituals. - Fix: Execution requires altar or ideogram in classic mode. - Fix: Inverted check when checking if a player can claim factionless buildings. - Fix: Jumping resets "Fire at will" toggle. - Fix: Exception using some mods. Added LastAnimalSlaughterTick property as obsolete. - Fix: NullReferenceException slaughtering animals without Ideology installed. - Fix: Research warning doesn't check for minor ideoligions. - Fix: Fluid ideoligion with proselytizer gains development points for all conversions, including conversions to other ideoligions.
最新12月2日更新英文版(Update 1.3.3200) Update 1.3.3200 improves defense tools and raid strategiesHey everyone - here's a new update for RimWorld for all of you! This wide-ranging update makes a variety of improvements - see the full changelog below. One critical adjustment is in the proportion of different raid strategies. Previously, mechanoids were using breach raids far too often. I've been seeing feedback about this for a while, so in previous updates we did make some analysis tools and I tried to adjust things to solve it. Unfortunately, I missed the true issue and the problem persisted. After some recent feedback from Reddit, we made some more analysis tools to figure out what's going on, I was shocked to discover how out of whack the numbers were. I'm not sure how I missed this before, but the game wasn't acting anything like I intended. Please accept my apology for missing this before. With this update, breach raids are now present but uncommon, with normal raids forming the main threat. I also tweaked the numbers for human factions so the mix of raid strategies should be healthily varied through the whole game. The game will now also reduce the likelihood of getting two raids from the same faction in a row. Related to that, players' turrets have been buffed gently. Since we have raids that can handle turrets more intelligently now, we can make the turrets stronger against the attacks against which they are effective. All this is subject to ongoing adjustment, of course. We also did a bunch of work to improve your ability to handle vegetarian, carnivore, and eat-anything colonists together. Previously, you didn't have the management tools needed to identify and separate these peoples' foods properly; now you do. Biosculpters also have better feedback to help players anticipate the duration of the biosculpting cycles, since these durations change depending on who goes into the pod. This update should be compatible with all saves and mods. Many thanks to Nick Barrash for work on extremely fiddly meal-related AI and visualization, Matt Ritchie for helping investigate breacher issues, and Alex Mulford for helping balance player defense tools. Also thanks to TiaPixel for marketing help and to everyone who offered test feedback for the unstable build on the public RimWorld test Discord server. As always, please don't hesitate to review Ideology on its Steam page! Until next time, Ty Combat - Turrets - Mini-turret damage increased from 11 to 12. - Mini-turret accuracy increased: touch 0.7 -> 0.77, short 0.64 -> 0.7, medium 0.41 -> 0.45, long 0.22 -> 0.24. - Autocannon damage increased from 25 to 27. - Autocannon accuracy increased: touch 0.25 -> 0.28, short 0.65 -> 0.72, medium 0.6 -> 0.66, long 0.45 -> 0.5. - Uranium slug turret damage increased from 50 to 55. - Uranium slug turret accuracy increased: touch 0.2 -> 0.22, short 0.3 -> 0.33, medium 0.4 -> 0.44. - Mortar miss radius reduced from 10 to 9 (when playing without classic mortars active). - The accuracy of mortars is now related to a pawn's shooting skill. Skill level 8 makes it the same as before. Higher skill will make the mortar more accurate, while lower skill will make it less accurate. - Turret ammo cost is no longer factored by difficulty. - Reduced uranium slug turret cost per shot from 3 uranium to 2.666. Combat - Enemies - Reduced termite mech's thump cannon range from 25.9 to 24.9. - Added a way to make special per-faction raid strategy probabilities. - Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time. - Breachers no longer want to attack passable player buildings. They only target impassable buildings like walls. - Changed termite thump cannon's damage multiplier versus walls from 4x to 2x (so their damage versus walls dropped from 540 to 270). It now requires 2 shots from a termite to destroy a 300hp steel wall. - Changed breaching axe's damage multiplier versus walls from 1 to 0.75 (so their damage versus walls drops from 75 to ~56). - Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid. - Adjusted human factions' raid strategy selection weights for slightly more variation. Food handling - We now vary meal textures depending on ingredients. - Food restrictions are automatically applied to pawns from ideoligions that require a specific food type. - Meals now look differently depending on whether they were made from vegetarian, carnivore, or mixed ingredients. This will help you manage stockpiles of food for pawns with different dietary demands. - Meal inspect strings now display information regarding their ingredients and who would accept eating them. - With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only). - Meal-related thoughts now display which meal caused the thought. - Added food restrictions for meat or veg only meals. - Added special thing filters for meat and veg ingredient-filled meals. - Add insect meat food restriction and special things filter. - Add cannibal food restriction and special thing filter. - Don't apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts. Misc improvements - Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome. - Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress. - Add LookTarget to the cure message shown when using healer mech serum. - Restored the healing message displayed after using a healer mech serum. - Pawns can now install pre-built furniture even if it is incompatible with their ideo. - When you r-click on a biosculpter with a pawn selected, we now show biosculpter cycles' durations in the context menu. - Biosculpter's inspect pane readout now notes if biosculpting cycle is accelerated by precept (i.e. if the pawn is a transhumanist). - Show biosculpter cycle duration for both normal and transhumanist pawns in cycle button's tooltip. - Some research now requires high tech bench: brain wiring, compact weaponry, neural supercharge, biosculpting, specialized limbs, poison synthesis. - Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active. - Slaves are now worth 75% of colonists in terms of map wealth and population. - Terminals in worshipful villages now take 3 seconds to hack. - Changed slag steel chunk mass from 5 to 8 so it doesn't weight less than the steel you get by smelting it. - Added a loading tip describing fixed wealth mode. - Total tend quality info is now only displayed if the hediff disappears after a certain level of tend quality (since it's fairly useless otherwise). Fixes - Fix: Hood and torture crown have no armor ratings. - Fix: Transport pods built before last patch have 0 capacity. - Fix: Uninstalling and reinstalling a mortar resets its cooldown. - Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen. - Fix: Newborn animals from other factions don't leave with faction. - Fix: High life precept description doesn't properly display mood range. - Fix: Less-restrictive nudism precepts are inconsistent with allowed gear. - Fix: Autobong doesn't satisfy smokeleaf dependence. - Fix: Special characters on named precepts can break UI. - Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters. - Fix: Tattoo artwork integration bugs. - Fix: Error message with def for smeltProducts. - Fix: Long range mineral scanner took 10x less work to build than similar structures. - Fix: Work speed penalty reasons formatting issues. - Fix: Remove gestation period stat for megaspiders and spelopedes, since they do not breed. - Fix: Slab bed doesn't burn. - Fix: Potential nullref in CompAbilityEffect_StartRitual. - Fix: Drum party-related error when ticking AI lord. - Fix: Blood from scarification is from cutter, not cuttee. - Fix: Psyfocus ritual reward does not recharge psyfocus to max. - Fix: Trade price tooltip for selling bonus when player's negotiator has ideo leader role. - Fix: Mortar draws interaction spot when selected. - Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked. - Fix: Paralytic Abasia pawn enslaved throws 10 jobs in one tick when emancipated. - Fix: Meals with no ingredients cause "ate non-meat" thought. - Fix: Player-provided saved game had a settlement with a non-functional trade button. It no longer refuses to trade. - Fix: Pawns grow at incorrect rate and do not reach adulthood at the age specified in relevant race defs. - Fix: Saving and loading repeatedly while doors are waiting to close can cause them to become stuck open. - Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave. - Fix: Hauling items into stockpiles occasionally fails with a NullReferenceException. This affected emptying egg box job and possibly others. - Fix: Bestowing ceremony target is undraftable even after ceremony ended. - Fix: Hackables can be instantly hacked. - Fix: Autobong reduces consciousness of mechs. - Fix: Raiders attacking non-aggressive roamers. - Fix: Vegetarian pawns get mad eating vegetarian-made pemmican.
前天海主帅朴忠均为武汉捐款捐物:我的心与大家同在近日,前天津 前天海主帅朴忠均为武汉捐款捐物:我的心与大家同在 近日,前天津天海主帅朴忠均通过个人社交平台为武汉加油,他表示自己已经向武汉地区捐款以及口罩等医用品。 全文如下: 大家好,我是天津天海足球队前主教练朴忠均。 时间过得很快,已经跨年了,仿佛前两天刚从中国回来。近期由于处理其它事情繁忙的度过了一段时间,所以对大家的新年祝辞晚了一些,请原谅!祝愿各位喜爱足球及对我支持的球迷朋友们说一声,身体健康,平安如意。同时也要祝贺成功保级的天津天海俱乐部以及球队球员们,你们辛苦了! 最近,中国全国上下都因为疫情而受苦受累,我个人通过在中国的亲属为武汉送些口罩等医用品,同时也向武汉相关部门捐款,做我力所能及的事情。希望武汉、中国,尽快打赢这场残酷的疫情之战,这场战斗只能胜不能败!我们共勉,共同战胜困难,我心与大家同在!武汉加油,中国加油! 我目前正在为新的起航做再充电,学习并总结一路来的经验。从个人价值观来说,日后队伍的选择上不仅只去想聘用我的球队,而更多想效力的是真正需要我的球队。如果有机会,我会将我所有关于足球的知识全部分享给中国的球员,同时我也会在这个过程中通过锻炼再次学习与成长,所以目前依然在中国寻找合适的合作机会。(转自懂球帝)
克拉滕伯格执法天海vs武汉,第19轮曾一场漏判天海队三粒点球 天视体育频道每周对中超联赛裁判执法进行分析解读的节目中表示,天津天海队客场与华夏幸福队的比赛,作为世界知名裁判,执法主裁克拉滕伯格少给了天海队3个点球—— 第 39 分钟,郑达伦禁区内突破时被张呈栋推倒,主裁判克拉滕伯格示意张呈栋并无犯规。王学智解读说,比赛在高速行进当中,守方队员故意用手臂推搡,这个动作是很明显、很清晰的。主裁判虽然距离犯规地很近,但是双方接触点他恐怕没有看清。这是一个明显的禁区内的推人犯规,应该判罚点球。 第56 分钟,阿兰在禁区内带球突破时被张呈栋放倒,主裁判依然没有表示。王学智解读说,阿兰在扣球之后双方队员倒地,那时候张呈栋并没有犯规,但是防守队员在起身时,左腿有一个故意上撩的附加动作,阻止了攻方队员的继续控球,这是具有一定隐蔽性的侵人犯规动作,裁判员不应该漏掉这个点球。第85 分钟,天海队传中,在杨旭和任航争顶头球的过程中,任航手臂碰到了皮球,主裁判克拉滕伯格在反复观看 VAR 后,示意任航没有手球犯规。王学智解读说,这一次争抢过程中,任航的第一次犯规动作是在杨旭跳起争顶球的一瞬间,他有明显的推人动作,并造成了杨旭失去重心。顶到球之后,任航又通过手臂扩张的方式,增大了防守范围,破坏了明显的进球机会。根据新规,来自距离很近的对方队员有意处理球后碰手,如该队员手臂使身体不自然变大,应判罚手球犯规。短时间内任航两次犯规都可以构成点球判罚,但是主裁判克拉滕伯格却视而不见。
朴忠均谈辞职:知道有人背后操纵,但自己不会去抱怨! 北京时间10月15日,刚辞职的前天津天海主教练的朴忠均通过社交媒体发布对辞职的看法: 热爱天津天海,并喜欢足球的各位球迷,大家好! 我是曾经带领天津天海队的韩国主教练朴忠均。 如此辞去主教练一职,我深感抱歉!辜负了支持我的各位对我的期望。 这些都是由于我能力不足而发生的事情,我不会埋怨他人,会从自身上找原因。像托特纳姆热刺的波切蒂诺这样世界级的名将,如果成绩不好的话,也会产生一些子虚乌有的非议。更何况是一个15场比赛仅取得1场胜利的队伍和教练呢!所以我认为各种流言蜚语是不可避免的。 我主动辞去主教练一职的原因,随着时间的推移,会真相大白,我不想用卑鄙的借口来玷污我的名誉。 有人说我跟队员之间出现了很多问题,但是我觉得应该说世上所有的教练跟候补队员都不和。 我和队员们互相尊重, 相处得毫无问题。只是因为语言不同,所以在沟通的过程中可能多少产生了一些误会。今天通过熟人,我知道了是因为某些人的干预,所以造成了今天的局面。也明白了我在某方面还存在不足。 中国的媒体有太多与事实不符的报道。 当然,我知道是谁在背后操纵的,但我不会抱怨已经过去事情。我只是希望将事实告诉支持我的人,让他们知道真相。 我仍然尊重和热爱中国足球的历史和传统,为了回报支持我的中国粉丝们,我将以教练的身份重返赛场。
今体育:糜昊伦宋博轩自我检讨想重返一队 裴帅仍等待处罚 中超联赛间歇期伊始,天津天海队前任主帅朴忠均将宋博轩与糜昊伦下放至预备队,虽然眼下,天津天海队经历了帅位更迭,俱乐部方面依旧延续了对两人的处罚决定,希望他们从中认识错误、吸取教训。 其实在最初被下放至预备队时,宋博轩与糜昊伦一度满心委屈,当激动的心情慢慢平复,两人在换位思考后意识到了自身存在的问题。糜昊伦反省道:“我与前任教练在沟通时产生了一些误会,有文化差异的原因,有的时候翻译可能没有准确表达我的意思。我本应该更加积极的与教练进行沟通、化解矛盾,起到一名‘老人’应该起到的示范作用。这几天我一直在深刻反省,希望能够重新返回一线队,为完成保级目标贡献一份力量。”宋博轩则认为,自己随性的性格可能影响到了他与教练员的沟通,以至双方误会加深。作为一员老将,他始终希望能够为家乡队伍奉献余热。 最近几天,宋博轩与糜昊伦曾多次主动找到俱乐部管理层进行自我检讨,加之在训练中的积极表现,令大家看到了两人悔过的态度与决心。10月10日下午,宋博轩与糜昊伦主动向俱乐部提交了《决心书》,以此自我塑造、自我约束,同时再度向管理层表达了重返一线队的期望,并承诺会在接下来的训练与比赛中倾尽全力。俱乐部方面则会继续观察他们的表现,决定是否允许两人归队。 另一名遭受处罚的球员裴帅目前依旧在等待着处罚决定的出台。就在周三的公开训练课上,天津天海队教练组组长李玮锋再度强调了队内纪律,虽然当时裴帅擅自离队存在一定的客观原因,但任何时刻球员都不应挑战教练的权威。考虑到这一行为的严重性,裴帅已是进行了更为深刻的自我检讨。 不过处罚不是目的、规范才是根本,俱乐部之所以祭出“铁腕”,是为了规范队员们的言行举止。眼下,天津天海队正处于保级关键期,每一名球员都应背负起更多的责任,避免跨越“红线”的行为再度出现。
踢法与执教风格不符,糜昊伦裴帅被朴忠均下放预备队 北京时间今晚19点35分,中超联赛第16轮,天津天海将在主场迎战广州恒大,球队的人员问题令天海主帅朴忠均对于比赛的排兵布阵捉襟见肘。据悉,由于与自己的执教风格不契合,天海球员糜昊伦与裴帅如今已被主帅朴忠均下放到预备队,何时归队是个未知数。早在上周天津天海队与江苏苏宁易购一战,糜昊伦与裴帅便淡出了18人名单,加之公开课的缺席,在人们的心中画上了一个大大的问号。 7月4日的赛前新闻发布会,有记者就此发问,朴忠均表示:“这两名球员非常有实力,但和我的执教风格不符,我需要让他们有球踢,包括其他一些球员的未来,也会与俱乐部管理层去协商解决办法。”话语中不难听出,短时间内,裴帅与糜昊伦将无法代表一线队出战,这令天津天海队本就薄弱的后防线雪上加霜。 最近一周,天津天海队异常忙碌,从周三开始,队员们迎来了公开训练、赛前踩场与晚场比赛三点一线的紧密日程。算下来,主帅朴忠均只有不到四天的时间进行备战,困难之大可想而知。当然,困扰天津天海队的难题同样来自队内,人员问题的确已经令朴忠均的排兵布阵难上加难,比如王永珀与张源的伤病,以及外援权敬原的离队。 此外,同样缺席本场比赛的,还有四张黄牌在身的郑达伦,这样算下来,天津天海队几乎已经损失了半个主力阵容。
朴忠均赛前发布会:新外援因签证问题无法比赛,客战恒大要主动 在赛前新闻发布会上,天津天海队主教练朴忠均首先表示:现在球队的情况比较不好,权敬原和王永珀都不能踢比赛。而新来的两名外援都因为签证的原因无法踢比赛,面对实力强劲的广州恒大,我们会很困难。但我们训练很努力,虽然面对的是恒大,我们也会展现最好的状态。我看了恒大比赛录像,以及我们客场面对恒大比赛。我们会在这场比赛当中主动出击,争取有好的表现。   权敬原已经离队,对于后防线的损失,朴忠均表示:权敬原在上一场比赛之前,我们进行了一场面谈,本来打算进行完恒大的比赛后再去全北。在和全北现代的总经理通话之后,还是决定让他先回去,因为全北现代现在的处境并不好。   对于两名新外援的情况,朴忠均表示:这两名球员实力都很强,但和我的风格还不太符合。现在要想办法去解决这个问题,还有时间可以和俱乐部一起沟通解决办法。   天海队的外援阿兰是在本赛季初从恒大租借而来,一同参加赛前新闻发布会的阿兰表示:现在球队情况不乐观,但是不能懈怠。我们都很努力,没有放弃任何的希望,众所周知恒大是中超强队,但足球比赛什么情况都能发生,我们会尽全力去拿下比赛。其实每场比赛我都期待自己能进球,我希望能完成帽子戏法。我在广州呆了很多年,但明天我穿的是天津队的球衣,我希望用自己的努力帮球队获得一场胜利。(于静)
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