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(or maybe even different squad requirements, sometimes you need just 3, sometimes its a high security compound and you need more... )... just blabbering, great mod ;)
Why would it not be intended ?
Error: Redscreen: ImportText (arrMissions): Unknown member ;MissionSchedules in: (MissionName="CompoundRescueOperative", sType="CompoundRescueOperative", MissionFamily="Compound_CI", MapNames[0]="Obj_CompoundRescueOperative", MapNames[1]="UMS_MissionCore", MapNames[2]="UMS_NoMissionTimer", MapNames[3]="UMS_NoReinforcements", RequiredPlotObjectiveTags[0]="Compound", RequiredParcelObjectiveTags[0]="Rescue", MissionObjectives[0]=(ObjectiveName="VIP", bIsTacticalObjective=false, bIsStrategyObjective=true, bIsTriadObjective=true), MissionSchedules[0]="MSCompound_LP_Standard", ;MissionSchedules[1]="MSCompound_LG_Standard", ;MissionSchedules[2]="MSCompound_VP_Standard", MissionSchedules[1]="MSCompound_VG_Standard",
...
Probably still working okay but should maybe remove the lines anyway.
I might have noticed a small bug (although on a heavily modded playthrough) : when rescuing the VIP, a new extraction point appeared, even if I could place extraction points everywhere I wanted since the start of the mission (in fact, it replaced an already existing extraction point I had planified before). Is that an intended behavior ?
Don't know if there is a mod that fixes that.
CI rescue captured soldiers missions normally use the other "extract/rescue VIP" type missions.
This mods adds the cut type (compound rescue with stealth/alert mechanics) back into the RNG pool as a type that can spawn.