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Planning a Morrowind all-faction speedrun with simulated annealing, part 2

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11–20 of 38 posts

Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2

#11
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post #7

Earlier quoted context omitted.

I wouldn't call it broken. It's by design. Proof is that most of the "exploits" were carried over Oblivion and then Skyrim. For example, creating very very overpowered potions is possible in all games. It's your choice if you want to spoil the fun or not.

I wouldn't call it "spoiling the fun", half the fun of Elder Scrolls games is that you can become transcendent. In Arena, you start humbly, but rise high enough that you destroy Jagar Tharn, one of the most powerful mages in the whole of the history of the Elder Scrolls games. In Daggerfall, you're the right-hand man of the Emperor, and seek out a world-ending superweapon, and may just take it for yourself. In Morrow…

If anyone else here on HN is a fan of talking about what "makes sense" in the context of elder scrolls, I'm a big fan of /r/TESlore on reddit. Everything from explanations like the above, to how specific enemy groups became the way they were (e.g. the falmer in Skyrim), to theories of the economics underlying the games.

Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2

#13
post #8
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Earlier quoted context omitted.

Morrowind is sufficiently broken, in the best possible and most fun way, that any character can become a god. Abusing alchemy, 1pt levitate spears, doors, the teleportation shrine in Vivec, or infinite potions can be done by any class. It's incredibly impressive that a game can have hundreds of hours of content, yet be speedran in 7 minutes.

I remember crafting something that allowed me to jump a long way on I think a Daedric mask in the game. I could literally jump across half the map when it was activated. From memory it might have been similar to that spell you find at the early part of the game on the way to Balmora. Morrowind was IMHO the perfect game. The fact that if you were lucky and skillful you could get the best weapons and spells early in th…

As it happens!!

https://openmw.org/

They are rebuilding the game engine for Morrowind, and it's quite operable!

Better graphics, and capable of using more modern textures, etc.

https://youtu.be/F0MPLXdl0y4

Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2

#14
post #12
post #10

What kind of software do speedrunners normally use for route planning? It seems like an underserved niche to me.

I think a lot of speed run games are much more linear than this.

correct, but also this person gave themself a hard goal of beating 9 storylines, not one. this is essentially a traveling salesman problem where the salesman has to talk to 9 sets of ordered lists of 3-10 people, and can work on them simultaneously, along with a couple other things. the author quickly realized that brute force wouldn’t work and chose a genetic algorithm instead.

the normal unpatched speed run of morrowind basically involves gaining the ability to run at hundreds of miles per hour, getting two items, getting to the final boss and killing him in one hit. takes about 5 minutes. hilariously the item is called the “boots of blinding speed” and let’s you run incredibly fast but turns your screen black while equipped

Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2

#15
post #4

Earlier quoted context omitted.

This is Morrowind, not Skyrim. Stealth archers are not a thing here. In fact I'd say magic-based characters are much, much better than combat or stealth-based ones.

don't morrowind archers get the 3x and 5x damage bonuses too on sneak attack? I played heavily modded a lot of time ago so I might be mistaken

i think its double, and it ends up doing so little damage that you really don’t get the experience you want

Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2

#16
post #10

What kind of software do speedrunners normally use for route planning? It seems like an underserved niche to me.

For old 8-bit games with exploitable PRNG, an emulator with scripting support is sometimes used to determine exact movement patterns(see e.g. NESCardinality's Dragon Warrior).

Routing is not something that easily maps to application software, given that it can be deeply intertwined with game state. A spreadsheet suffices for the average case.

Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2

#17
post #12

Earlier quoted context omitted.

I think a lot of speed run games are much more linear than this.

correct, but also this person gave themself a hard goal of beating 9 storylines, not one. this is essentially a traveling salesman problem where the salesman has to talk to 9 sets of ordered lists of 3-10 people, and can work on them simultaneously, along with a couple other things. the author quickly realized that brute force wouldn’t work and chose a genetic algorithm instead. the normal unpatched speed run of morr…

Hah, this glitch speed run is hilarious, love how then annotated it. https://youtu.be/gON5k2kw3as

Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2

#18

This was a blast to read! I enjoyed both parts, and I'm really looking forward to the next. Reflecting on the pieces, the author is pretty talented at communicating effectively—I found the material interesting, the writing style lively enough to enjoy, and the presentation to have just the right balance of explanation and example. It's so well done I didn't think of any of these things as I read. The author's bio is…

This guy can write. Another good one: https://kimonote.com/@mildbyte/starving-children-or-the-fall...

Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2

#20
post #19

10 minutes for Dijkstra on a graph with only 6500 vertices and 16000 edges sounds fishy - I'd expect that to take way less than a second.

> 16000 teleportation edges [...] doesn't include physical travel edges between the vertices
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