怎样让替补球员让市场发挥决定性作用最大作用

& 让球员发挥最大能量――FM体能基础
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原创:ourcm
译者:skylandsword (08.3)
作者:Leroy)
原文: (可能很多人看过了,再看遍也无妨,别砸鸡蛋...)
引言:翻译前首先介绍几个概念
引言:翻译前首先介绍几个概念
大家对这几个名词的含义应该有一个清晰的认识。并且请注意名词的固定翻译,不要互相搞混。这些名词的翻译使用爆棚和FMM2.25的中文翻译,方便大家对号入座。
体能(Fitness):
不是游戏中以百分数表示的体力,而是一个综合概念。在游戏中显示的地方为球员-训练-总览中,如下图。体能的描述是身体状况,疲劳和竞技状态综合影响的结果。体能的描述包括“适合比赛”,“需要进行比赛锻炼来为新赛季做准备”,“在上一场比赛后感到疲倦”等。
体力(Condition):
游戏中以百分数表示的数据。如下图红色方框处。它是身体状况和竞技状态以一定比例加和的结果。有人研究过FM2007的体力,它是身体状况和竞技状态以86:14加和的结果,这个比例在802并没有变。详情可以参考FM2007中的体力一文。我将此文翻译,请见附录。
状态(Form):
球员比赛中的表现,以8-8-8-9-7这类表示(见上图红笔手写体)。通常所说的状态也可泛指球员的状态或球员的表现。
身体状况(Fitness),疲劳(Jadedness),竞技状态(Match Exercise):
这三个是FMM中的数据项,是要参与程序运算的。注意身体状况和前面提到的体能虽然英文一样,但这里是两个不同的概念。正是这些具体的参数决定了体能的描述和体力的百分数。正文翻译中不涉及FMM名词,这几个名词在附录文的翻译中进行专门解释。
耐力(Stamina)和体质(Natural Fitness):
球员的能力属性,相信大家非常熟悉,这里只是让大家注意一下它们的固定翻译。
正文:翻译
FM体能基础
译者:本文讨论的是表观的概念,并不讨论程序计算,不是什么内涵贴之类的文章。所以正文中不涉及FMM的名词,翻译时已尽量避免。类似名词只是泛指,并不代表程序运行时有具体赋值。
FM将“体能”模拟成一套循环动作,你需要管理这些动作以使现有阵容达到最佳表现。这(管理循环动作)实质上就是平衡战术指令,阵容选择,球员轮换,训练和休息。忽略现有球员的质量,你可以通过控制该循环来确保球员更稳定的表现。
这篇介绍性文章介绍了体能管理这个关键性概念,旨在更好的理解FM所模拟的这个体能循环。
体力是让玩家获知球员现有体能状况的主要提示。比赛时体力会下降。场地质量,天气因素和某些指令会使球员体力降得更快。特别是耐力属性较低的问题球员(心理问题),体力下降尤其快。
比赛状态(英文直译为“比赛锻炼”,但我觉得译成“比赛状态”更准确)
要想球员有最佳表现,那么就需要将他们调整到适应比赛的状态――“适合比赛”。
上场比赛会获得比赛状态,而缺乏竞争性会丢失比赛状态。
建立良好比赛状态需要做好两件事。首先,赛季前安排几场友谊赛可以使球员在假期后恢复比赛状态。第二,当球员从长时间伤病康复过来后,通过预备队比赛让他回复比赛状态,然后再将他掉回一线队。如果你没有这样做,那么那些问题球员(心理不佳)会因为不适应比赛而状态不好,可能还会导致士气低迷。一两场预备队比赛可以使球员在相对轻松的环境中恢复比赛体能。并且如果在对阵较弱对手时有上佳表现,那么该球员的士气多半会有大幅度提升。
激烈的比赛可以增加疲劳,休息一场比赛或增加身体训练可以降低疲劳。赛季前训练带来的另一个好处就是大量的身体训练可以使球员在赛季比赛中不容易疲劳;也就是说,一个好的赛季前训练可以使球员在比赛密集期更坚挺。如果球员非常疲劳,放假可以让他们恢复,但也会错过提升战绩的关键时期。极度疲劳是应该避免的。那些体质属性高的球员更加不容易疲劳。
比赛前球员是否是“适合比赛”非常重要。身体训练可以让球员获得比赛体能,但同时也会降低球员的体力。过多的身体训练会使球员在下一场比赛到来时不能恢复体力,并且因此受伤。尽力找到一个身体训练的平衡点,使球员在整个赛季中能够保持体能。身体训练太少球员会因为缺乏体能而表现不好,太多则会因为劳累而表现不好。
伤病是没有办法的事情,但是可以通过几个办法来尽可能降低伤病。伤病主要发生在训练和比赛中。发生训练伤病是因为RP不好,但是可以通过设计合理,不过量的训练方式来将伤病降低到最小程度。比赛伤病发生在比赛中,可以通过战术和阵容的调整来降低。体力越小意味着球员越容易受伤,也意味着需要替换。如果与力量相关的身体属性值偏低,那么我们就应该特别引起注意。在这种情况下,应该考虑少让该球员充当进攻核心或者将他的铲球设置为轻。易耗体力的活儿只可以分配给那些耐力和工作投入属性高的球员。
训练提高(通过训练提高球员能力)
对于我来说,训练提高是放在第二位考虑的,因为如果你在体能方面找到错误的平衡点,那么球员几乎不可能提高。找对体能平衡点的标志是球员比赛前体力显示为<font color="#0%,并且球员不是“缺乏体能”的状态。
英国周(比赛密集期)
在比赛密集期,球员不太可能在比赛前体力达到<font color="#0%。这样是OK的,但是尽量根据现有球员及其能力合理统筹安排。关键性比赛用好球员,如果不是关键性比赛那么让他们休息一轮。如果球员不是“适合比赛”,那么持续的比赛会使他们更容易疲劳,从而影响场上表现和比赛结果(如果该球员对你的战术非常重要)。接下来便会导致士气下滑和成绩不稳定。应该替换越来越疲劳的球员。因为他们不会有最佳表现,而且最终会受伤。AI会的战术会针对他们的。
你也需要注意你的轮换(或替补)球员的体能状况。如果他们想上场,你就要满足他们,否则将会导致与疲劳的一线队员同样的问题。给替补多安排友谊赛是解决途径之一。
保证你阵容的战斗力正是主教练众多职责中的一项。体能管理不仅仅是平衡体能属性值增加与伤病风险。希望这篇短文能让我们注意那些游戏中很关键但被大家轻视并且也许被误解了的方面。
下面是问答摘选:
问:我的球员从来没有达到过100%的体能(我玩曼联,3至4天一场比赛)。
这正常吗?或者我的训练需要调整吗?
答:这很难说。如果玩曼联,你应该有足够的球员来轮换一两个疲劳的球员。有个一般规则,不要让低于90%的球员首发,除非你逼不得已并且在下半场肯定会将他换下。如果你大部分球员都是90%左右,那么我建议你检查一下你的训练。
另一个重要之处是体能描述是否是“适合比赛”或更好的状况。
问:我一直想知道,体力在多大程度上影响了球员的表现?当我玩大俱乐部时,我的关键球员通常在90-95%。以我经常玩的曼联为例。中场经常用斯科尔思和卡里克,安德森和弗莱切为替补。如果70分钟时卡里克体力为70%,并且替补弗莱切体力为100%(弗莱切的属性和卡里克非常相似只是数值略低),那么弗莱切会比卡里克对比赛更有帮助吗?
我经常得不到最佳成绩因为我勤换人。我勤换人是因为我认为一个体力好,能力相对较差的球员会比一个体力差但能力相对较好的球员表现得更好。
答:大家都一样,如果觉得卡里克体能不好我也会换上弗莱切。也许这样不能改变比赛,但是在一定程度上可以使球员不至于太疲劳而不能充分发挥其作用。
除非逼不得已,我不会使用体能非“适合比赛”或士气低下的球员。
我喜欢用一个强壮型前锋在上半场时逼抢对方,让对方后卫疲劳;然后换上一个速度型前锋去击垮对手疲劳的后防线。我认为这是一个利用换人改变比赛的好例子。
英文原文:
FM Fitness Basics
- By Leroy1883
Introduction
Football Manager models fitness as a cycle of activities that need to be managed to get the optimum performance out of your playing squad. This is essentially a balancing act of tactical instruction, team selection, squad rotation, training schedules and rest. Regardless of the quality of the players at you disposal you can ensure that you players will achieve a greater consistency of performance by managing this cycle.
This introductory article introduces the key concepts of fitness management and aims to provide a better understanding of fitness cycle modelled in Football Manager.
Condition is the main indicator given to a manager to assess a players current fitness levels. Condition will decrease throughout games. Certain instructions can cause a players condition to decrease at a faster rate as can the state of the pitch and the weather, especially if the player in question has a low stamina rating.
Match Practice
In order for a player to be at their best, they need to be match fit. Match practice is gained by minutes on the pitch and subsequently lost by a lack of competitive football.
There are two main situations that involve the need for building up match practice. Firstly pre-season where a few friendly games will allow your players to regain sharpness after their break. The second is when a player is coming back after a long lay-off through injury. Use reserve games to allow the player to gain some match practice before putting them back in the first team where it counts. If you fail to do this it is possible that the player in question will lose form and possibly morale due to not being sharp enough to play to their best. A reserve match or two will allow the player to gain match fitness in a less important environment and hopefully get the bonus of a morale boost due to a good performance against lower quality opposition.
Fatigue is increased by playing in competitive matches and can be decreased by resting a player from a match and/or increased physical training. Another reason why pre season training is a good idea is the increased physical exercise builds up a resistance to fatigue meaning a good pre-season will see your players last longer when the matches start coming thick and fast. Sending players on holiday when they are are fatigued will see them recover, but this will be valuable time lost developing. Burning out potential stars should be avoided. Players with a high natural fitness will be more resistant to fatigue.
Before playing competitive football it is important that a player is match fit. Match fitness is gained through physical training, but this also has the effect of decreasing the condition of a player. Too much physical training will see not recover between match and will therefore suffer as a result. Try to balance physical training between allowing players to maintain fitness levels throughout the season. Too little and the player will not perform to their best due to lack of fitness, to much and they will be not perform due to tiredness.
Injuries are a fact of life, however there are several things as a manager that you can do to minimise injuries. Injuries happen mainly whilst a player is training or during a match. Training injuries are unfortunate, but can be minimised by devising sensible training regimes that are not too strenuous. Injuries also occur during matches. These can be minimised through tactical choices and team selection. Lower condition means that a player is more susceptible to injury, but also look to see who your players are matched up against. Mismatches in strength based physical attributes such set alarm bells ringing. In these situations consider playing someone who is much less of a target or setting your player to easy tackling. Condition sapping instructions should be only be given to players who have the stamina and work rate to carry them out.
Training Improvement
For me training improvement is a secondary concern, as if you get the balance wrong in the fitness side you will find that player will not improve anyway. A sign that you have the balance right in fitness is your players condition should nominally be 100% before a match and that you players are not lacking fitness.
English Weeks
In some leagues, where the fixtures come thick and fast, it will be impossible to get all your players to nominally 100% before a game. This is okay, but try to be a little bit considerate of your players and their abilities. If it's a key match then play them, if not consider giving their under-study a run out. Constantly playing the same players when they are not match fit wil increase the rate of fatigue and will impact on the performance and effort put in by the player. This will then lead to morale dropping and results becoming inconsistant. Subsitute players who are flagging. They will not perform to their best and could end up developing an injury. The AI will target this player.
You also need to keep an eye on your rotation/backup players fitness levels. If they need to do a job for you, they need to be fit or suffer from the same problems as playing tired first teamers. Arranging extra friendlies for the reserves is one way to achieve this.
Conclusion
Ensuring your squad are ready for action is just another in a long list of responsibilities of a football manager. Fitness management is so much more than balancing fitness based attribute increase verses risk of injury. Hopefully this short article identifies some of the key consideration in what I feel is an underrated and perhaps misunderstood aspect of the game.
FM2007中的体力
作者不祥,原文是shevelevee从俄文译成的英文。
本文不考虑由于战术和士气导致的球队表现不佳。这里只讨论训练过程和球员的身体状态。
文章开始我将介绍球员身体状态所包含的因素。首先,如同我们在游戏中所看到的,体力(Condition),范围是从<font color="#%到<font color="#0%。进一步,我们通过FMM可以看到这里面的隐含内容:身体状况(Fitness),
范围从<font color="#到<font color="#000;疲劳(Jadedness),范围从-<font color="#00到+<font color="#00,数值越大表示球员越疲劳;竞技状态(Match exercise),范围从<font color="#到<font color="#000。
我已经讲过了,体力是判断球员体能状况时唯一可见的数据。这个数据以百分数形式表示。不难想象,体力由隐含因素构成。体力不由三部分构成,而是只由身体状况和竞技状态两部分构成,而且这两部分的比例为<font color="#:<font color="#。例如,
身体状况为最大<font color="#000,竞技状态只有<font color="#00,
体力将会是<font color="#%。不会吧,骗人的吧,比赛时体力不是唯一可见的项,球员的体力不会持续降低,而且数值接近身体状况。你有没有注意到比赛结束后,只有赢得了比赛,体力值才会增加。这是比赛后身体状况和竞技状态重新计算的结果。
构成体力的因素之一,非常有趣。根据上场时间增加,每分钟增加<font color="#,一场比赛增加<font color="#70。老实说,这里的比赛没有计算补时,那么是不是应该将补时计算在内呢?我可以确定一定以及肯定地告诉你,游戏程序计算竞技状态增长时补时是不被计算的。如果球员<font color="#到<font color="#天打一场比赛,竞技状态不会降(如果这期间不打别的比赛的话),然后开始每天降<font color="#到<font color="#。降低快慢与球员体质属性有关,属性越高,降低越慢。
下边是体质与竞技状态降低的关系。左边是体质数值,右边是竞技状态降低点数。
竞技状态不会无限制的降,而是降低到某一点就不降了。这个最低点与体质相关。
下面是体质与竞技状态最低点的关系。左边是体质,右边是相应的竞技状态最低点。
我要提醒一下,如果身体状况处于最佳,但不比赛,球员体力不会达到<font color="#0%。
构成体力的另一个因素。通过身体状况和竞技状态的关系(<font color="#:<font color="#),我们可以得出结论,身体状况比竞技状态更重要。身体状态范围从<font color="#到<font color="#000。比赛或伤病导致其降低,其它时候上升。增长有一定的规律,并且不依赖于任何球员属性。大概如下。
身体状况增长规律。左边是身体状况,右边是当前数值下每天的增长值。
9700 - 112
9100 - 112
8750 - 290
8500 - 520
8000 - 520
7000 - 750
2000 - 995
1000 - 1300
有必要澄清一下,比赛球员(不是板凳球员),身体状况增长完全以另一个公式计算。模拟这个公式是不可能的,并且很漫长很无聊。但是这个数值大概是表中数值的<font color="#.5到<font color="#倍。例如只有赢了比赛的球员才会如此增加身体状况数值。
9875 - 100
9700 - 175
9500 - 200
9300 - 200
从上表可以看出耐力属性相当好的球员需要<font color="#到<font color="#天才能完全恢复。如果<font color="#天一场比赛,那么身体状况就会降低。我做了个试验,<font color="#个相同的球员打不同的位置(两个MC,MR,ML各一个)。位置相似的球员身体状况降低量相同。边后卫属于比较极端的情况,跑动多,相应的身体状况降低更多,并且更容易累。激烈和复杂程度不同的比赛导致的身体状况降低情况各不相同。
这一项决定球员的疲劳程度。一场比赛大概增加<font color="#到<font color="#点,增加的量取决于球员的位置和战术安排。中后卫增加较少,攻击性球员增加较多。守门员通常只增加<font color="#点。球员如果受伤或者受到强烈的撞击,疲劳会增加更多。对于任何球员疲劳每天降低<font color="#点。如果不考虑训练和属性,恒定降低<font color="#点。赛季中期球员表现不听指挥,赛季末表现好看来和疲劳有关。核心球员如果没有轮换,那么很快就能达到<font color="#0,然后开始表现不稳定,达到<font color="#0后,表现开始失常。总之,<font color="#1点疲劳是一个标志,球员需要休息了。
谈起训练,对球员体能没有任何影响。他们只对球员属性值产生影响。因此做不做赛季前训练都是一样。顺便说一句,休息可能影响其它一些事情,但就是不影响体力,丝毫不影响。(译者注:休息在FM2008中对体力有影响。比赛密集期时可以通过降低训练量来保证体力,也可以通过休息来保证体力。)
个人来讲我很惊讶身体状况和体力的恢复不受球员属性的影响。也和训练没有关系。被视为非常重要的轮换只是避免了比赛状态低迷。理论上讲,球员需要休息的情况可以计算得更精确,而后可以进行更准确的进行轮换。
附录英文原文:
Conditions in FM2007 (Maks, shevelevee, fmfan.ru). Translated from Russian. sorry for mistakes, sorry for bad English, bit this arcticle is very interesting
For last week at our forum has arisen not one theme with questions of stability of performances of skills, unexpected recessions in game and questions of rotation in a team. In this article I shall not concern tactics and a moral condition of a team which too can lead to recession in game of a command. I shall consider training process and a physical condition of players.
I shall begin with that I shall tell from what the physics of the player consists. The first, as we see in the game, refers to it Condition, disorder from 1 % up to 100 %. Also, there are latent characteristics which we shall look by FMM. Fitness (further fitness), changes from 1 up to 10 000, Jadedness (further the weariness), is limited by numbers-1000 - +1000, the more, the worse and Match exercise (further match experience), can change from 1 up to 10 000, are hidden from our look
As I already spoke, it is a unique visible numerical parameter of readiness of the player to a match. It is measured in percentage. It is not complex to assume, that conditions develop from hidden skills. As it has appeared not from all three, but only from fitness and match experience. In a proportion 86 to 14. For example, at the maximal fitness in 10 000 and match experience only 6 000, conditions will be 94 %. By the way I likely have deceived you, conditions not unique visible skill when we play a match at the player not conditions constantly decrease, and figures close to fitness. You I think noticed that when the match comes to an end, the final whistle is distributed and at all players only won back match figures of conditions of that were visible during a match increase. There is a recalculation fitness + match experience.
Match exercise
One of making conditions. Very interesting skill. Changes depending on lead time for a field, namely +12 for every minute, and for a match of 1070 units. To tell the truth, there were no matches with additional time, whether that it will check up to increase in extra times, but I can precisely tell, that time added by the arbitrator to times is not considered. If the player has played a match in current of 7-8 days match experience does not decrease (if after that the player does not play), then it starts to decrease for a day losing 74-82 items. The size lost match experience causes skills player Natural Fitness. The more skill, the fewer players lose. Here so.
The first are skills, the second are points of falling.
Will fall match experience not infinitely and at all up to unit, and up to the minimal value established besides Natural Fitness.
The first skill, second minimally possible value match experience at such skill. I shall remind, that at the best readiness on skill fitness, but not having game practice, the player cannot act on 100 %.
Second constituent of conditions. If we look at correlations of fitness and match experience (86 by 14), it is possible to draw a conclusion, that this skill far more important, than experience. He changes from 1 to 10 000. Diminishes during matches and at traumas, in other time increased. Thus increased always on the defined value, set programmers beforehand, unconnected not with one player skills. Approximately it takes a place whew.
9700 - 112
9100 - 112
8750 - 290
8500 - 520
8000 - 520
7000 - 750
2000 - 995
1000 - 1300
The first is the size of the fitness, the second increase a day.
The truth it is necessary to tell, that playing players, instead of sitting on a bench, increase fitness absolutely under other formula. To trace it was not possible, and if fairly that it simply very long and tiresomely. But these figures approximately in 1, 5 - 2 times more resulted in the table. As an example, the player of the basic structure who only has won back the next match increases the fitness so
9875 - 100
9700 - 175
9500 - 200
9300 - 200
From this table it is visible, that with quite good stamina (namely it defines fitness in a match) for full restoration 5-6 days is necessary for the player. If games go in 3 days fitness falls.
In the experiment, I did 4 identical players who played on different positions (МС-2 and MRL). Players similar on positions lose about identical quantity of fitness. Extreme halfbacks run more and accordingly lose more, and get tired it is more. Different matches on heat and complexities reduce fitness on a miscellaneous.
And here this skill defines weariness of the player. For a match the player gets approximately 45-50 units, the quantity is defined by a position of the player on a floor and probably tactical installations. Defenders lose less, attacking it is more. Goalkeepers so in general lose only 15 points. The player can receive more points if has been traumatized or even simply painful impact. Increases and if to be exact decreases since positive value is angrily, and than it is better than themes less. And so, for a day it changes on-6 at any player. That you would not do with trainings or skill players-6 is a constant. This skill in the answer for recession of a command in the middle of a season, well or the end. It based on the lead research imho. Leaders of a command who play without replacements quickly enough reach value in 250 point () and start to play not stably, and after 300-from recession begins. To a word, 351 weariness and in a structure of the player appears an inscription <<Rest is necessary.&
Well, and that trainings are asked by you. Yes anything, they do not influence in any way a physical condition of players. They answer only for skills. Therefore do pre-season, do not do, all is uniform. By the way and rest can leave for something another, but only not for conditions, it too in any way will not change them.
Conclusions.
As always will make and all of us with pleasure we shall discuss them with you directly in this theme.
Personally I have very much surprised, that restoration of fitness and conditions does not depend from player's skills. That there is no communication with trainings. Well also that rotation vital and only it can help to avoid recessions in game of a command. Theoretically, it is possible to calculate approximately when this or that player need a rest and approximately to develop as well as whom to replace.
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