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…
Planning a Morrowind all-faction speedrun with simulated annealing, part 2
21–30 of 38 posts
Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2
#22What kind of software do speedrunners normally use for route planning? It seems like an underserved niche to me.
Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2
#2310 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.
Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2
#24Earlier 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 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.
In Morrowind I used this to create an extremely long-lasting fire spell dealing 0 damage to self. The result was a spell which cost barely any mana and resulted in you walking around engulfed in harmless flames. A really cool visual touch.
Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2
#25Earlier 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.
Unfortunately, one of the things from Morrowind which did not make it to Oblivion was the ability to make damage spells which target self. And in Skyrim they had removed the ability to make your own spells entirely. In Morrowind I used this to create an extremely long-lasting fire spell dealing 0 damage to self. The result was a spell which cost barely any mana and resulted in you walking around engulfed in harmless…
Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2
#26Earlier quoted context omitted.
Unfortunately, one of the things from Morrowind which did not make it to Oblivion was the ability to make damage spells which target self. And in Skyrim they had removed the ability to make your own spells entirely. In Morrowind I used this to create an extremely long-lasting fire spell dealing 0 damage to self. The result was a spell which cost barely any mana and resulted in you walking around engulfed in harmless…
Are you sure? I have memories of making a spell that targetted myself and gave me 1pt of fire damage that I could spam to train my evocation skill (or whatever it was called).
I do distinctly remember being unable to recreate that one fire spell, though. Perhaps it was not possible to set damage to 0 in Oblivion? That was part of why the spell became so cheap and allowed for extreme duration.
Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2
#2710 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
Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2
#28> marksman, mysticism and sneak secondary stealth archers best build confirmed empirically https://imgur.com/gallery/4xAA7
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.
It is very frustrating to start out that way though.
Re: Planning a Morrowind all-faction speedrun with simulated annealing, part 2
#29> marksman, mysticism and sneak secondary stealth archers best build confirmed empirically https://imgur.com/gallery/4xAA7
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.
Not that you actually need it, since you can also be invulnerable, perma-healing, damage-to-health converting, flying, damage-reflecting one-hit-killing at the same time. But yes, stealth is an option.