Yes I completely agree with botman2 and estok. Most RTS players have the brains to know what to do during a battle, but do not know how to do it in writing. Forcing them to write the AI (it's forcing coz you can't win if you don't write) throws the game balance off-balance! Quote:Original post by Sandman I had a similar idea a while back , where instead of actually programming your AI, you simply trained it. You'd still be tactically in control, and free to do the fine tuning, but if the AI is drilled well enough, you could perform complex manouvers with a few keypresses. I completely agree with Sandman's idea. This is like writing the AI but in the form of actions. By this, I don't mean that I agree to very abstract AI training like the one used in Virtua Fighter 4. Maybe you could have certain preset situations in Training mode, then you control the units. Once you're finished with the action, save them under a name. In the real battle, when you have a similar group of units, assign the saved action to this group. There are many risks involved, however. You must make sure that such saved actions are not available for download (to avoid having a situation where the player who downloads a better AI wins). And what if the person goes to a cybercafe instead of playing it at home, in which all the preset actions are in his/her home computer? The player can either create an online profile, or have an option where all preset actions are not allowed. The latter option might lead to a very BIG problem where this option will be used MOST of the time, rendering the training part useless. If the game balance and other factors are appropiately adjusted, you could make a good game out of this idea. All the best!