XCOM 2
Everyone is a Savant
31 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?
Thunder Apr 14, 2018 @ 9:18pm 
I'd like a mod "everyone is normal", and from there I'd upgrade a few selected geniuses with the covert ops (what I choose to be leader etc.).

Is there any way to modify this mod so it makes all normal instead of savant?
Nitewolf Mar 31, 2018 @ 12:41pm 
How to remove the "Increase Combat Intelligence" covert ops reward?
Lieutenant Dan Feb 5, 2018 @ 4:52am 
Hi @Jace the Ace, Very thank you for your mod, hate most of my soldiers being stupid ****. Anyway, since every1 is Savant is a little cheaty for me, may i ask you the exactly formular how to personalize the percentages. Say for example, i want
20% normal (stupid ***)
30% above average
25% gifted
15% genius
10% savant
Thanks in advance
P/S : if you donot mind could you give me a mathematically calculation for such chances.
bishopwulf Dec 7, 2017 @ 10:03pm 
I have a persistent bug where about 10% of recruits will come up as average. no apparent reason, and i've tried several different possible mod conflicts, but i dont know whats going on
Nitewolf Nov 29, 2017 @ 8:13pm 
Is it possible to make it so that a specific class is always savant? I have Psi Operatives in mind, having them leveling up as regular soldiers but learning abilities pretty fast because of superior mind, lol.
花兔 Nov 29, 2017 @ 6:26pm 
+ComIntAboveAverageChance=100
+ComIntThresholds[0]=50 ; 0% chance
+ComIntThresholds[1]=80 ; 85% chance
+ComIntThresholds[2]=99 ; 13.5% chance
+ComIntThresholds[3]=100 ; 1.5% chance

I have never been able to figure out the math for the original Threshold numbers in the GameData.ini file, so my question is what if I just wanted a tiered approach, like 0/85/13.5/1.2? What should the numbers be for the four Thresholds?
花兔 Nov 27, 2017 @ 9:47am 
Everyone is a genius
How to modify
+ComIntAboveAverageChance=100
+ComIntThresholds[0]=1;
+ComIntThresholds[1]= 1;
+ComIntThresholds[2]=100 ;
+ComIntThresholds[3]=1 ;
???
Tal'Raziid Nov 7, 2017 @ 1:17am 
Okay, thanks. Can't figure it out for the lfie of me. guess ill spend the time
John  [author] Nov 7, 2017 @ 1:16am 
It shouldn't break SPARKs as it doesn't have any SPARK-specific changes.
Tal'Raziid Nov 6, 2017 @ 9:09pm 
@Jace: ?
Tal'Raziid Oct 31, 2017 @ 9:13am 
Would this break SPARKS on promotion screen?
Haybusa Oct 22, 2017 @ 5:12pm 
This is a great mod, though kinda cheating it balances all soldiers so everyone is on equal terms.
fgbrooks Sep 19, 2017 @ 7:18am 
Thanks Jace for the quick response. I still don't get the math, but thanks for the numbers.
John  [author] Sep 19, 2017 @ 5:42am 
Right now, no. But nice idea. I'll consider adding it in.
Kaerius Sep 19, 2017 @ 5:31am 
Does this also disable the covert action to raise combat intelligence? Would be more than a little annoying to have that mission option cluttering things up and unable to be done.
John  [author] Sep 19, 2017 @ 12:36am 
It took me too long to figure out the maths too so I decided to make my mod public.

For the ratio you want it should be:

+ComIntAboveAverageChance=100
+ComIntThresholds[0]=40 ; 40% chance
+ComIntThresholds[1]=70 ; 30% chance
+ComIntThresholds[2]=90 ; 20% chance
+ComIntThresholds[3]=100 ; 10% chance
fgbrooks Sep 18, 2017 @ 11:56pm 
I have never been able to figure out the math for the original Threshold numbers in the GameData.ini file, so my question is what if I just wanted a tiered approach, like 40/30/20/10? What should the numbers be for the four Thresholds?
Alexandr Sep 18, 2017 @ 2:47pm 
Autism Squad! In Color!
John  [author] Sep 18, 2017 @ 1:40pm 
It works on faction soldiers. I have yet to test on soldiers recruited from missions.
Benschachar Sep 18, 2017 @ 1:32pm 
Does this work with Cololnels and faction recruitd higher than rookie?