Challenge: No Place To Hide
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montetank
- Regular

- Posts: 643
- Joined: 14 Feb 2013, 00:05
- Location: Montenegro
Re: Challenge: No Place To Hide
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
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manuthegrey
- New user
- Posts: 2
- Joined: 12 Mar 2016, 14:47
Re: Challenge: No Place To Hide
Following baobab's method I could finish this challenge.
It is shocking that given the right strategy (walling off the two neighbours first, then killing them while grabbing ressources in the middle and walling in) I encountered no resistance whatsover.
AI armies did not go out of its bases at all, in the whole game.
My defences did not take any blow except when they were within range of enemy units in their bases.
Shocking.
It is shocking that given the right strategy (walling off the two neighbours first, then killing them while grabbing ressources in the middle and walling in) I encountered no resistance whatsover.
AI armies did not go out of its bases at all, in the whole game.
My defences did not take any blow except when they were within range of enemy units in their bases.
Shocking.
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manuthegrey
- New user
- Posts: 2
- Joined: 12 Mar 2016, 14:47
Re: Challenge: No Place To Hide
Sorry I think this was a bug in the AI that its armies did not move at all, caused by a glitch between load/save.
Starting again from the start, the AI is agressive, as it should be, and this map still is a challenge.
If my previous post and this one could be deleted...
Starting again from the start, the AI is agressive, as it should be, and this map still is a challenge.
If my previous post and this one could be deleted...
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NoQ
- Special

- Posts: 6226
- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: Challenge: No Place To Hide
I'd rather investigate the bug in the AI.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
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SexViperWheels
- Rookie

- Posts: 20
- Joined: 06 Aug 2013, 22:21
Re: Challenge: No Place To Hide
I remember actually finishing this challenge successfully a couple years ago, on one of the late 2.x builds. Slow game down as much as you can, have 10+ basic mg viper wheels tanks start attacking bases from the start and have whatever trucks you can get follow them around, building over the seized oil derricks. Have factories continue to produce machinegun viper wheels while researching machinegun and tank armor upgrades, keep pumping out machineguns and eventually heavy machineguns, while having your trucks build derricks wherever they can, a couple MG towers next to them and a power generator for every 4, as well as building an extra factory over every base you take to mass units. It's extremely difficult and a lot of it comes down to luck, but it IS possible with perfect micromanagement, made possible with speed settings.
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Fedaykin
- Greenhorn
- Posts: 12
- Joined: 09 Jul 2017, 10:49
Re: Challenge: No Place To Hide
Recently I won this challenge on 3.3.0 beta1, but i bump into bug. Score in challenge menu doesn't change after solving the challenge. Yeah, I know that bugs must be reported on trac with tickets, but something went wrong and I couldn't create a ticket, so I report this bug here, in related topic.
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Forgon
- Code contributor

- Posts: 298
- Joined: 07 Dec 2016, 22:23
Re: Challenge: No Place To Hide
It would be nice if you could tell us how you won since Berserk Cyborg hasFedaykin wrote: 03 Mar 2019, 13:52 Recently I won this challenge on 3.3.0 beta1, but i bump into bug. Score in challenge menu doesn't change after solving the challenge. Yeah, I know that bugs must be reported on trac with tickets, but something went wrong and I couldn't create a ticket, so I report this bug here, in related topic.
already doubted that beating so many NullBots is possible at all.
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Czar241
- New user
- Posts: 1
- Joined: 16 Apr 2025, 23:17
Re: Challenge: No Place To Hide
I managed to overcome this challenge by removing a structure from the game—the destructive laser satellite. From the moment the AIs developed this technology, there were always seven consecutive shots, making it impossible to defend against, as every structure and unit is destroyed with a single shot from the satellite. My victory tactic consisted of not retaliating. The enemy troops aren’t important; the enemy structures are. Let them come and never retaliate—if you do, they will retreat, and you don’t want that. In the beginning, they are mostly vipers and MG/cannon cobras; walls are effective against them. Use the poor terrain of the map to funnel the enemy units so that the older units form a barrier preventing rocket units from approaching the walls. The AIs will use mortars, so it’s important for your trucks to be resistant to long-range shots. Against aerial units, use aerial units. VTOL is also the primary method of attacking the structures, but it must be precise—you’ll have very little energy. Remember to never attack the older units on the ground; the accumulation of low-tech units at your walls is essential for this tactic. Also, use the cargo VTOL to explore the high terrain to your advantage.