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Taiko Legend 1: What abilities should be added at the beginning of the game? Many players made the mistake back then

author:Stand-alone era
Taiko Legend 1: What abilities should be added at the beginning of the game? Many players made the mistake back then

Taige series has a total of 5 works,Among them, the last two generations of works are in the same vein,The gameplay of the first three works is completely different,But the magic is that no matter which one is Taige,Each has its own fans,Xiaobian prefers the first three generations of Taige,It's not that the card gameplay that comes out of the back is not fun.,But the previous works left a deep impression on me.,Far beyond the joy brought by the 4th and 5th generations.。

Taiko Legend 1: What abilities should be added at the beginning of the game? Many players made the mistake back then

If you subdivide it, I personally think it's more fun to be a generation, this generation is not only very expressive in the character profile, but also the unique battle system is also unstoppable, and there is no age setting in the generation, so you can bring all the famous generals together and fully reflect their outstanding abilities. Unlike the second generation, through cultivation, even a straw bag can become a genius, let alone the third generation, it is purely an introduction to the life of a monkey, and the degree of freedom is extremely low.

Taiko Legend 1: What abilities should be added at the beginning of the game? Many players made the mistake back then

I still remember the first time I contacted Taiko 1, because I didn't know enough about the history and characters of the game, I didn't know which type to choose in the opening interface to be the most conducive to the development of Fujijiro, and I chose to play indiscriminately until I couldn't make progress, and then I began to delete files and rebuild the new game, and after playing it I don't know how many times, I finally figured out that the "fierce general" was a relatively easy start.

Taiko Legend 1: What abilities should be added at the beginning of the game? Many players made the mistake back then

Although the final result of the game is to raise these ability values to 100, but if you choose the "smart general type" and "capable officer type", Fujiyoshiro's force value will be very low, and it is easy to be killed by the enemy generals in the early stage, which will be very embarrassing, and even lead to death, so friends who are not familiar with Taiko 1 should try to avoid these two types.

Taiko Legend 1: What abilities should be added at the beginning of the game? Many players made the mistake back then

And if you choose the "warrior type", although the force value of Fujiyoshiro is not low, but in addition to ambition, other abilities can't be seen at all, and the attribute of ambition only affects the success rate of the player's learning skills, as long as the file is saved in advance, through the use of S/L Dafa, this value has almost no effect. Only by choosing the "Fierce General" can Fujiyoshiro have two powerful attributes at the beginning, strong force and dominance, you must know that in Taiko 1, dominance is the most difficult attribute to improve.

Taiko Legend 1: What abilities should be added at the beginning of the game? Many players made the mistake back then

After selecting the type, the game will appear an ability value distribution interface, and the player will get an additional 50 points of maneuverability value, which can be freely allocated to the six values in the figure. It is recommended that you give more diplomatic points when you play, and although there are many main orders to improve diplomacy in the first generation, there is almost no chance of implementation. There is no need to add more to internal affairs, after all, there are too many daily internal affairs work, and if the internal affairs value is too high, Oda Nobunaga will often ask players to farm, which will affect their own ability development. Charm is the same as internal affairs, although it is very important, it can be quickly improved by completing tasks, and killing generals with less than 50 charisma value can also increase charisma, so it doesn't matter if you start with a little more.

Taiko Legend 1: What abilities should be added at the beginning of the game? Many players made the mistake back then

In the MD version of Taige 1, in addition to the four regular types, there are also four hidden types that can be selected through cheats (the PC version has tried dozens of times, but I haven't tried it), and these four hidden types are the Hero type: full ability 70 or more, ambition 90 or more; Heroic type: All abilities 80 or above, 8 skills initial level C; Strange type: Charisma, command, force value 100, all skill level A, but diplomacy, internal affairs only single digits; Fool type: All ability values are more than 20 points, and players who can choose this type and use it, Xiaobian can only sincerely admire your luck and courage.

Taiko Legend 1: What abilities should be added at the beginning of the game? Many players made the mistake back then

The method of calling up the hidden type of generals is very simple, just select the type of generals and add the ability value, select cancel in the final determined interface, and then return to the original type selection interface, there is a certain chance that a hidden general type will appear, but these four types appear randomly, and if you want to use a powerful "hero-type" general, you can only fight for character.

Taiko Legend 1: What abilities should be added at the beginning of the game? Many players made the mistake back then

The reason why Taiko Legend 1 has become a classic in the minds of many players is not only that its ultra-high degree of freedom allowed players to get an unparalleled game experience back then, but more importantly, players can continue to discover new ways to play through the game, and such a broad space for exploration is also the main reason for its longevity.

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