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So what I've noticed from my time in LiTA mod, the battles will only occur when the town (and thus, attacking npcs) are rendered in. So usually only when the player is near. I think this is more due to engine limitations rather than intent however.
An alternative might be to take a more cheesy approach - have a dialogue option (questline continuation?) to trigger a raid on the town with the captain of the guard, so the player will have time to prepare.
"Commander, the town needs your help, blah blah... accepting triggers a raid in 12 hours"
Of course this is me just throwing ideas out there. Very different from actually programming and implementing, I'm aware. I hope I'm not coming off like I expect you to add such features just because I asked hahah... at any rate this mod is a gem and I'm glad to have found it :)
One question however: Do base raids still only occur to the player outpost? Or do bandit factions and such now raid your town once you become leader/move in?
I think that would be a neat addition to the immersion of the mod, having to defend your newly christened town from the occasional bandit raids. :)
I know that another mod (Lost in the Ashlands) has a similar function for faction wars; where the Holy Nation, for example, will send armies to attack UC towns. That being said, it is certainly possible to program such raids against non-player owned locations. Though I'm not sure if that would be too much to implement for the scale of this mod. Looking forward to playing it regardless!
Nice that I could see this earlier. =x