XCOM 2
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Reworked Combat Intelligence
   
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13 Sep, 2017 @ 3:14pm
25 Dec, 2018 @ 11:30am
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Reworked Combat Intelligence

Description
Everybody gets standard combat intelligence. No more random uber characters. Communism.

-= BONUS =-
However, standard combat intelligence provides the same bonus as Gifted in the original version. You can increase your combat intelligence in game as normal. This is somewhat of a buff to AP. I guess it's more accurate to say "Everyone Is Gifted". Since it's harder to gain Combat Intelligence, the gains from leveling it up in-game is now increased so it matches getting bonus AP (from the Ring for example).

The numbers:
WOTC : 0/1/2/4/7
MODDED : 2/4/6/8/10 (You will most likely never get anything above 4, increasing your Combat Intelligence once per character)

Leveling your Combat Intelligence from Basic to Advanced (1 to 2) is about the same AP wise as sending your soldier on an AP mission in the ring now (7 Ranks x +2 = 14, the Ring provides about 15 AP).

Heroes will also have increased benefits from a leveled Combat Intelligence to match XCOM (they don't use the same system). Leveling up your Heroes provides approx. 10-15% bonus total AP for them each time.

-= AP ACQUISITION =-
I have not altered the rate at which heroes or classes acquire AP in their class definitions, this is entirely up to you to use whatever you want (double AP mod for example).

You still need the Training Facility to get nonstandard perks for vanilla classes.

-= NEW SOLDIERS ONLY =-
If you sub to this mid campaign, only new soldiers are affected. I think even soldiers in the recruitment dont count as new soldiers.

-= RANK RENAMES =-
I renamed the intelligence ranks.

Regular, Competent, Proficient, Expert, Master
39 Comments
Juravis  [author] 26 Jan, 2024 @ 5:20pm 
Pretty sure thats a mod that already exists but this isnt it
M9|Ассист по ПЛ-у 26 Jan, 2024 @ 4:30pm 
How to make all soldier SAVANT????:D
MrMali 14 Jun, 2023 @ 8:30pm 
If anyone is still confused on how the chances work to have a higher intelligence in the DefaultGameData.ini

So on the chance if you put it at 100 then 100 percent of your people will be above average or better. Then after that roll, the thresholds split up the people who are above average or better into above average[0], gifted[1], genius[2], and savant[3]. So If you say only wanted genius and savant it would look like:

ComIntAboveAverageChance=100 (Everyone will be above normal)
ComIntThresholds[0]=0 (0 for 0 percent chance to be above average)
ComIntThresholds[1]=0 (0 for 0 percent chance to be gifted)
ComIntThresholds[2]=50 (50 for 50 percent chance to be genius)
ComIntThresholds[3]=100 (100 for another 50 percent chance to be Savant)

The Above Average chance sets that percentage of your soldiers above normal
Then the thresholds determine who is what.
photon 24 Oct, 2021 @ 8:46am 
i'm guessing how ComIntThresholds works, and i think i found sth interesting :)

from DefaultGameData.ini we have:
ComIntAboveAverageChance=50
ComIntThresholds[0]=50 ; 25% chance
ComIntThresholds[1]=80 ; 15% chance
ComIntThresholds[2]=99 ; 9.5% chance
ComIntThresholds[3]=100 ; 0.5% chance

look into the comments

50/100 * 50/100 = 25%
50/100 * (80 - 50)/100 = 15%
50/100 * (99 - 80)/100 = 9.5%
50/100 * (100 - 99) / 100 = 0.5%

so you can follow the rules to design the probability yourself
Cúchulainn 8 Oct, 2021 @ 2:34pm 
I see, thank you very much! It's an interesting way of coding it and I was having a hard time wrapping my head around it. Thanks for your hard work!
Juravis  [author] 6 Oct, 2021 @ 5:21pm 
I dont know exactly how the thresholds work however but as you can see the numbers go UP and eventually reach 100 this means that lower is probably better. Follow the game logic.
Juravis  [author] 6 Oct, 2021 @ 5:20pm 
The decimal number is a multiplier on the points you get according to your combat ranking.

You got it mostly right, just increase the numbers and youll get more randomly generated savants and less normal people. The thresholds are the rolls to get the ranks (slightly above average happens more often, and savants are rare).
Cúchulainn 6 Oct, 2021 @ 12:20am 
I just want to be able to understand the code myself since I just started learning myself
Juravis  [author] 4 Oct, 2021 @ 4:44pm 
Dont use this mod if you want regular combat intelligence, change the game instead!
Cúchulainn 4 Oct, 2021 @ 2:42pm 
Hi Advent Avenger, can you help me understand what to edit for the values in your int file? I'm a little confused.

For the Disable having more than average = 0 , if I change 0 to 1, does that mean I disable the chance for rookies/squaddies/new soldiers to spawn with greater than avg combat standard?

And then for my next question what does this mean?

ResistanceHeroComIntModifiers[eComInt_Standard]=1.15
+ResistanceHeroComIntModifiers[eComInt_AboveAverage]=1.30
+ResistanceHeroComIntModifiers[eComInt_Gifted]=1.45
+ResistanceHeroComIntModifiers[eComInt_Genius]=1.60
+ResistanceHeroComIntModifiers[eComInt_Savant]=1.75

Im guessing this is the AP x (Modifier number you have)?

How do i change % change of having better combat intelligence ?

-ComIntAboveAverageChance=50
-ComIntThresholds[0]=50
-ComIntThresholds[1]=80
-ComIntThresholds[2]=99
-ComIntThresholds[3]=100

Does it have to do with this?