The actual WRs can be found here: http://www.moposite.com/records_elma_wrs.php
Note that traditionally replays of the records do not have to necessarily be publicly shared.
That is the key difference between that table and the one here.
The thing I'd like to see most to go along with every run is timestamps for the highlights - lucky rare drops (even if not useful for the runner), close calls, etc.
Otherwise the PC and PS1 records can't be compared properly.
Just so everyone knows, avoiding food where possible throughout the run can save a few seconds overall in real time.
That also means that for 100% you should avoid food that doesn't count towards the percentage such as food dropped by bosses (I think?)
Can anything be used as a good cue for trying to clip through the wall? Looks like it's possible in many spots but success seems pretty random to me.
Also, are there any other wall clips in any level that could save time in 100%?
At http://pre2.mine.nu/maps.htm you can see that in level 7 there is what appears to be a very useful teleport right above the start but I have been unable to reach it bouncing from the penguin that runs close. Have you tried it at all?
There's another teleport a bit further down the road that I have actually managed to reach successfully 2 or 3 times but it's still very unreliable unless you spot some solid cues to use for aiming. Still, I think it's worth at least a try when passing it in the run.
What do you think about a 100% speedrun? I think the problem is that in some levels (at least the snow level) the maximum is over 100% but I'm not sure how much exactly. 100% levels would take much much longer so maybe an individual levels table should be added here for 100% (or whatever the maximum is) completion?
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I've played the game for years but don't have the time myself to do runs, so I'll just share my ideas for consideration when planning strategies. Many also apply to Stronghold Crusader.
- Use hotkeys.
- Consider moving pre-placed buildings (granary, armory, even the stockpile) to more desirable locations, spending or selling the resources first to not lose them.
- Every little bit of building placement optimization counts in the long run - make sure workers have the shortest paths possible.
- In missions with multiple goals optimize build order to reach them all around the same time.
- When placing buildings use spaces closest to stockpile first.
- Delete pre-placed walls and buildings that are in the way of optimal worker paths or that you simply don't need for resources to use or sell.
- Micromanage taxes and rations to keep popularity high when in need of additional workers or troops and around 50 otherwise.
- The lord is useful to take out annoying wolves, bears and small packs of invaders on his own without need of troops.
- In 'Time until last battle' missions move all of your troops to the entrance signpost (if there's only one) at the end to clear out the last invaders as soon as they enter.
- Take note of the exact times that scripted events happen in missions and plan around them.
- To avoid workers taking detours to visit 'good things', build walls around them.
- Build and spread out single decoy walls to cheaply attract enemy catapult fire.
- Place non-producing buildings away from the stockpile and paths of workers.
I'll add more when I remember more ;)
I think there should be categories for the Historical Campaigns. I did some IL speedruns some time ago:
Anyway, I don't think any% should be the Crusader Trail. There's absolutely no way anyone would do those in a single segment. I think Historical Campaigns actually seem closest to being the 'story/campaign' of the game and the trails are more like random skirmishes.