XCOM 2
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Everyone is a Savant
   
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Sep 18, 2017 @ 4:57am
Sep 18, 2017 @ 9:37am
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Everyone is a Savant

Description
Makes all recruited soldiers have a combat intelligence rating of savant.

Doesn't work with existing campaigns as the rookies you can recruit already have their combat intelligence determined by the game.

No class overrides.
30 Comments
aimforstars Jul 31, 2023 @ 10:07am 
Does not seem to work with my setup for Lwotc
CO-OP Connect Nov 15, 2022 @ 12:25pm 
Anyone know if it works with Long war of the chosen
Ice Bear Jul 4, 2022 @ 3:09pm 
ComIntAboveAverageChance=80
ComIntThresholds[0]=30 ; 24% chance
ComIntThresholds[1]=70 ; 32% chance
ComIntThresholds[2]=90 ; 16% chance
ComIntThresholds[3]=100 ; 8% chance
顾青山 Feb 21, 2022 @ 6:21am 
ComIntAboveAverageChance=100
ComIntThresholds[0]=0 ; 25% chance
ComIntThresholds[1]=0 ; 15% chance
ComIntThresholds[2]=0 ; 9.5% chance
ComIntThresholds[3]=100 ; 0.5% chance
zenotekgaming Feb 2, 2022 @ 11:11pm 
could you make one that does the same but for rpgo genes
一挝大屌丝 Jun 1, 2020 @ 5:47pm 
We have to believe in scientific research, only less than 25% of human IQ<100. 80% are ordinary IQ. I suspect they did not mark mentally retarded in order to avoid discrimination, making 50% of the recruits I recruited mentally retarded. This is very frustrating. Therefore, I follow scientific laws, and this is the right human being::steamsad:

+ComIntAboveAverageChance=75 ; 25% chance >retarded
+ComIntThresholds[0]=54 ; 40.5% chance >Above Average
+ComIntThresholds[1]=86 ; 24% chance >Gifted
+ComIntThresholds[2]=98 ; 9% chance >Genius
+ComIntThresholds[3]=100 ; 1.5% chance >Savant
Abiogenetic Sponge Mar 31, 2020 @ 6:59am 
As Andor mentioned, the math in the original is wrong.

Basically, any "improved" solder (CimIntAboveAverageChancmakes a 1-100 random roll, and it's compared to the table. Starting from the top, if it's lower than the number, that's what they get.

I've played with this a bit, and fairly certain that's the mechanic in play.

So if you want 20% for each:

ComIntAboveAverageChance=80 ; 20% normal
ComIntThresholds[0]=25 ; 25% of 80% = 20% Above Average
ComIntThresholds[1]=50 ; 25% of 80% = 20% Gifted
ComIntThresholds[2]=75 ; 25% of 80% = 20% Genius
ComIntThresholds[3]=100 ; 25% of 80% = 20% Savant

So with the above:
of the 80% "improved", a a-100 roll is made for each.
1-25 is above average
26-50 is Gifted
51-75 is Genius
76-100 is Savant
[TW][BAHA]Alane Nov 14, 2019 @ 6:24pm 
@Andor
thanks for your explain

it seems if I want 20% for each

+ComIntAboveAverageChance=80 ;=20% normal
+ComIntThresholds[0]=25 ; 100%-20%=80% 80%*25%=20% above average
+ComIntThresholds[1]=34 ; 80%-20%=60% 60%*34%=20.4% gifted
+ComIntThresholds[2]=50 ; 60%-20.4%=39.6% 39.6%*50%=19.8% genius
+ComIntThresholds[3]=100 ; 39.6%-19.8%=19.8% 19.8%*100%=19.8% savant

right?
Andor Nov 10, 2019 @ 1:59pm 
@Areton Natural Aptitude is added by RPG Overhaul and can be modified in a similar way by modifying code in XComStatUpgradeUI.ini .... look for [StatUpgradeUI.StatUIHelper]

@ others trying to figure out how to manipulate these percentages to taste .... it doesn't make sense because the math in original game file's comments are wrong.

Original should look like the following:

; You are starting with 100% of 100%

ComIntAboveAverageChance=50 ; 50% of 100% = 50% Chance "Standard"
ComIntThresholds[0]=50 ; 50% of 50% = 25% Chance "Above Average"
ComIntThresholds[1]=80 ; 80% of 25% = 20% Chance "Gifted"
ComIntThresholds[2]=99 ; 99% of 5% = 4.95% Chance "Genius"
ComIntThresholds[3]=100 ; 100% of .05% = .05% Chance "Savant"

; Your totals should equal 100
; 50 + 25 + 20 + 4.95 + .05 = 100

Still stuck? Google percentage of a percentage for more help.

Areton Jul 9, 2019 @ 9:12am 
Anyone knows how you can do the same with natural aptitude?