§ Castle Wars Improvements! §

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§ Castle Wars Improvements! §

Post by Callum 2789 on Tue Jun 23, 2009 5:04 am

Another of my RS copied threads. A lot longer though, sorry. Wink
Sorry to Tatorz, who shan't be able to comment so quick. Tongue
Yet again, Quickfind Code included just below.

-

Welcome to Castle Wars Improvements
QFC: 84-85-160-58590546

This
is my Thread on how to improve Castle Wars. This is a Minigame taken
from a Player’s ideas and modified, and at it's time I bet that player
had a fantastic suggestion. However, now this game has moved on so much
as a whole, Castle Wars needs to stop being neglected and have some
serious improvements.

On the bright side, it wasn’t neglected
during the Graphical Improvements, and had a lovely fresh paint. An
idea I had been working on was cleared as I thought a lot would be
done, but nope, just the Graphics.

So, I’ve re-made a lot of
previous ideas I’ve had, and added a whole bunch of new ideas into it.
The primary goal has been to add, as best as possible, new Skills to
this Minigame.

Why Castle Wars?
Castle Wars is a fairly
old Minigame, but that’s no reason to neglect it! It was essentially
created by a Player, and taken on by Jagex and created. It has a few
Themed Worlds of its own, and it is also based on Capture the Flag.
Capture the Flag is a classic game and a very popular one. It has been
adopted not only by Jagex but by many games with PvP. Another point is
that the icon for Minigames in the Game Guide is the two standards
crossed. If that is your standard of Minigame now Jagex, honestly it’s
not good enough. YET!

So, what is Castle Wars?
Castle
Wars is a safe PvP Minigame, in the same style as Capture the Flag
games. It involves going to an enemies base, breaking through harsh
Defences, charging up ladders, running through a gauntlet of traps and
obstacles and finally heroically glorifying your team by returning
their flag to your base.
Alright, it's not that quite. Basically, you run to their base, take their flag and return. Honestly, it’s not that epic, YET!

So, now I’ve set out what I want to achieve with this Thread, let’s do it!




-


Overview of Changes

Alright, the primary goal is to get a few more Skills involved.

To fit all this into one Post it will have to be pretty compact, unless you REALLY hate reading it’s best to read on.

Currently, the only Skill involved in this Minigame is Combat Skills. Some skills I believe could find their way in are:

Magic:
Can use 1 Death Rune on Catapult, and when it fires a Spiked Rock it
will freeze any enemy it hits for 5 seconds, and reduce a random Combat
Stat by 10%. The Accuracy of the Catapult will drop.

Construction:
Constructing wooden Defences where the Spears are now; outside your
base. Your team could pass through these, but not enemies.

Agility:
Finally, a possibility of escaping the rocky situation of a rock
bombardment underground! Also gives a small possibility of escaping
traps you miss disarming.

Thieving: Disarming Traps.

Fletching: Adding Smithed spikes onto Rocks for the Catapult, adding Barbed top to wooden Defences.

Mining: A higher Mining Level helps you mine away rocks faster, and gives a better chance of success when collapsing rocks.

Smithing: Allows creation of Barbed tops for Defences and spikes for Rocks to catapult.

Firemaking: Allow quicker burning of things to burn, and more things to be burnt.

Woodcutting: Trees will be added, whose wood can be used to make wooden Defences

Summoning: Flag Guarding Familiars can be Summoned, but they only guard the Flag.

-

That,
in its very basics, is how each Skill can be incorporated into Castle
Wars. I also have some extra ideas, but it's best to read on to get a
full opinion of all my ideas.





-



The first area we enter when we want to play, the Waiting Rooms, we end
up in either Saradomin or Zamorak. Currently we could be in for a 25
minute wait when we enter, and just have to sit there doing nothing, or
hop Worlds.

My first idea here is to add a Combat Ring. A POH
style Combat Ring, free-for-all. Practise your techniques or just mess
about! Obviously, this will require other Players, so it’s not great
for your 20 minute lone wait.

Next idea: Opponent Spawner.
This will spawn a random suit of Arms about the same Level as you for
you to fight with. You won’t lose anything, and in fact cannot die. You
just get to whack it. This one WOULD work without other Players. It would also have 1 Defence so you could max.

I
also suggest a Machine that spawns Runes and Arrows/Bolts for you. The
Runes will be in the form of 5000 Elemental Runes, and 1000 Catalytic
Runes. Obviously, these cannot be removed from the Minigame. The
Arrows/Bolts have to be high levelled enough to be useful, but useable.
For example, I can’t give Rune Arrows, what if someone is using a Maple
Longbow? So, the game will find your highest levelled bow or crossbow
you have with you. If it’s a Bow, it will provide 3000 of the Best
Arrows that can be used with it, if it’s a Crossbow it will provide
3000 of the Best Bolts that can be used with it.

I’d also
like to see a Saradomin and Zamorak little game machine. It would work
like Noughts and Crosses, but with Saradomin and Zamorak icons instead.
It would be played against another Player, or a Computer if you’d
prefer or if there are no more Players.




-



(Please note that the floor measurements are UK based, my ground floor is your 1st)

I have some fairly radical ideas for adjusting the look and features of Castle Wars. These are the details on the New Look.

One
of the biggest ideas comes from something I read in the Manual. It said
“There are 5 Levels in Castle Wars.” Currently, yes there is. However,
that then gave me the idea of having 5 above ground Levels, in the
Castles, instead of 4. I’m hoping that this will make it a bit harder
to get to the Flag, and more rewarding as a Minigame.

FLOOR PLAN of Castle!
Ground Floor – Exactly the same as how it is now, although it is possible there will be traps.

1st
Floor – This is an empty room with lots of space for traps. There is a
large banner of the Castle’s God on the Wall, and one ladder in the
middle. This room will also get a randomly generated Maze put into it
each game.

2nd Floor – This is the Current Spawn room. It
will be exactly as it is now, except the Potential to place Traps. The
Ladder will be on the South Wall.

3rd Floor – This is another
New Room. This room will be the same length (North-South) as the other
rooms, but only 4 squares wide (East-West). There will be one ladder in
the middle of the Length, East Wall, which goes up and down from and to
the Spawn Room. There will be another on the North Wall, taking you up
to the Flag Room. This is like a long, confined gauntlet of a Corridor.


4th Floor – Is a very small Room, which contains the Flag. It
is no different to how it is now, except again the potential for Traps.


Each floor would also contain a couple of Crates. These will play a significant role in some of the new Features.

FLOOR PLAN of underground!
Very
simple and very good layout at the Moment. I don’t think this needs
changing really. It will, however, have a single anvil added to the
very Middle part. This will also play a significant role in new
features.



FLOOR PLAN of Middle Tower!
The Middle Tower is the middle island
type thing with the two bridges leading to it. It also has the two
ladders from downstairs. Currently it only has one above ground Level.
I’d like to add a Ladder to each of the side towers, and add another
floor on the top. This floor would be able to bridge the gap between
the two, and would also be able to fire spells and arrows downwards to
the Current top floor, or the ground floor with a loss of Accuracy of
10%.




-



Bars are the basis of Smithing. Normally they are obtained from mining Ores and using it on a furnace.

I propose that Bars are added to Castle Wars, and used as a basis for a number of new Features.

The
Bars would be called “Saradomin Bars” and “Zamorak Bars”, whichever
team you’re in. To make it a little harder however, they’d be found in
Crates in the opposing team’s Base.

The next part of the normal Smithing Process would be to use the bars with an anvil.
My
next Suggestion is that an anvil is added in the centre of the
underground area. There is plenty of space here, for a nice resource,
with many advantages for people to complete over. 

The
final item normally needed would be a hammer. For the sake of not using
too much space, I suggest we allow the toolkit to cover this. I also
suggest stopping the Toolkit being one use only, so we can just have
the one.
-
So, with the basis sorted, this is what I suggest we can make with the Bars:

Name: Pickaxe Upgrade.

What
it does: By making this, and attaching it to a Pickaxe from Castle
Wars, you will get some advantages when using it. When you mine through
a rock with the upgraded Pickaxe it will become impossible to collapse
for 5 Seconds. When a rock is collapsed, your Mining Level will be
treated as being 10 Levels higher. The significant of this will become
clear in the section on Traps.

How many Bars: 2 to make the Upgrade item, 1 to add it.

Smithing Level required: 48.

Additional Notes: Upgraded Pickaxe requires 60 Mining to weild.

-

Name: Rock Spikes.

What it does: Can be added to the Catapult Rocks to cause a Max Damage of 25 instead of 15.

How many Bars: 1 Bar makes 5 Spikes.

Smithing Level Required: 60.

Additional Notes: 60 Fletching required to add it to a Rock. 40 Ranged required to fire a Spiked Rock from Catapult.



-

Name: Barbed Defence.

What it does: Can be added to the top of a Wooden Defence, to increase the Damage that must be done to it from 100 to 150.

How Many Bars: 1, but 5 Wires are needed to cover a full fence.

Smithing Level required: 55.

Additional Notes: 55 Fletching required to add it to the Wooden Defence.


-

Name: Grapple.

What it does: Can be added to a Rope, and stops enemies burning it.

How many Bars: 1.

Smithing Level required: 55.

Additional Notes: 55 Fletching required to add to a Rope.



-

Name: Floor Spike.

What it does: Is used to make a Floor Trap.

How many Bars: 1 Bar will make 5 Spikes.

Smithing Level required: 50.

Additional Notes: Also requires 50 Construction to place.

-

Name: Wall Push.

What it does: Is used to make a Wall Trap.

How many Bars: 2.

Smithing Level required: 55.

Additional Notes: Also requires 55 Construction to place.

-
Name: Stepping Stone Spinner.

What it does: Is used to make the “Spinner” Trap used on the Stepping Stones.

How many Bars: 1 Bar will make 1 Spinner, but 1 Spinner will be needed for each stone to use it on.

Smithing Level required: 63.

Additional Notes: Also requires 63 Construction to place.

-

Name: Door Trap.

What it does: Is used to create a Door Trap to be placed on the unlockable door outside the Castle.

How many Bars: 5.

Smithing Level required: 68.

Additional Notes: Also requires 68 Construction to place.

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Re: § Castle Wars Improvements! §

Post by Callum 2789 on Tue Jun 23, 2009 5:04 am

Give me some tools!

Currently, the ‘tools’ are what are on the
tables on the Ground Floor. For this post the bandages contained within
the Spawn Room are in the same Category (but a different sub-category).


Surprisingly, a lot of this, most of it in fact is unchanged
but it is important. It is vital that we know what items are available
for some of my new ideas.

On the Ground Floor I would like to see:
-Buckets
-Rope
-Barricade
-Explosive Potion
-Toolkit
-Pickaxe
-Rock
-Tinderbox

You
guessed it, just like now, except Tinderbox isn’t on the Game Guide for
some reason. Like I said though, it is vital to know what items are
available.

Inside the Spawn Room there should be:
-Bandages
-Altar

The
Bandages should be exactly like now, except they should also return 5%
of total Prayer Level. The Altar should be an ordinary Altar with a
Blue and White Cloth for Saradomin, or Red and Black for Zamorak.

Just outside the Spawn Room there should be:
-Flag Guard Familiar.

This
Flag Guard Familiar is a brand new idea. It would be obtained by taking
a Pouch from just outside the opponent’s Spawn Room, and Summoning it
within 2 squares of your own Flag. Its Combat Level would be calculated
by rounding your Summoning Level to the nearest 10, then multiplying by
5.
Level=round(Summoning Level to nearest 10)*5

It would
have to be killed by the enemy before they could take the Flag. It is
possible it would have more than one life. If its Summoner had 70
Summoning, it would have 2 lives. If they have 90, it would have 3.
At its best it would be Level 500 and have 3 Lives.



-



Trapped!

This is an entirely new Concept for the Game of
Castle Wars. Basically, it would allow the addition of Traps, to be set
up on the Castle Wars map.

You would only be able to set up a
trap in your Own Castle, or a Special Trap on the Stepping Stones. If
you try to set one up in the Opponent’s Castle you will get the Message
“[Opponent’s God] won’t allow this”. If you try to set one up anywhere
except a castle or the Stepping Stones you will get the message “You
should only try to defend your Castle.”

All Floor Tiles, Wall
Tiles, Stepping Stone Stones and the Door that can be Locked and
Unlocked, will receive a “Search for Traps option”. This is where the
Thieving Level comes in. The Agility Level to have a chance of escape
means that you will have a chance equal to the 0.The Level of escaping.
For example, at 60+ Agility you have a 60% chance of escape.

The following traps could be added:

(Note that searching Crates in your own base will NOT produce a bar)

FLOOR TRAPS
•Space requirements: Can be placed on any Castle Floor Tile. Uses 1 Square each.
•Requirements to make: 50 Smithing, 50 Construction.
•How
to make: Find a Bar of the Enemy God from a Crate in their base. Use
this on the Anvil, and select “Floor Spike”. Use this on a floor tile.
Select “Yes” on the confirmation Screen.
•Look with trap set: a slightly different shade on the Floor, a small crack in the Middle.
•Graphics when set off: Spikes come out of the middle, and then go back down.
•Damage done: 12.
•Thieving Level required to de-activate: 50.
•Agility Level required to have chance of escape: 60.

WALL TRAPS
•Space requirements: Equivalent of one Square, but on the Wall. Can be placed on any Castle Wall tile.
•Requirements to make: 55 Smithing, 55 Construction.
•How
to make: Find a Bar of the Enemy God from a Crate in their base. Use
this on the Anvil, and select “Wall Push”. Use this on a Wall tile.
Select “Yes” on the confirmation Screen.

•Look with trap set: A small Crack in the Wall.
•Graphics when set off: A Large pusher will pop out and push you across 2 Squares.
•Damage done: 15.
•Thieving Level required to de-activate: 55.
•Agility Level required to have chance of escape: 65.

SPINNER
•Space requirements: Can be placed on One Stepping Stone.
•Requirements to make: 63 Smithing, 63 Construction.
•How
to make: Find a Bar of the Enemy God from a Crate in their base. Use
this on the Anvil, and select *Stepping Stone Spinner”. Use this on a
Stepping Stone. Select “Yes” on the confirmation Screen.
•Look with trap set: A slight unbalance in the Stone.
•Graphics when set off: The Stone will spin and you will fall off.
•Damage done: 18, and must scramble to shore. Lose any Flag being held to the Stone.
•Thieving Level required to de-activate: 63.
•Agility Level required to have chance of escape: 73.

DOOR TRAP
•Space requirements: Can be placed on the door that can be Locked and Unlocked.
•Requirements to make: 68 Smithing, 68 Construction.
•How
to make: Find a Bar of the Enemy God from a Crate in their base. Use
this on the Anvil, and select “Door Trap*. Use this on the door. Select
“Yes” on the confirmation Screen.
•Look with trap set: A very minor change of colour at the top of the door.
•Graphics when set off: A large metal beam will fall and go back up.
•Damage done: 24.
•Thieving Level required to de-activate: 68.
•Agility Level required to have chance of escape: 78.

BOMBARDMENT!
This
is the name I'm giving to collapsing Rocks underground. I'm now
providing a chance of escaping this, which is what this Section is to
be about. If the Collapser's Mining Level is greater than the Victim's
Agility Level, there is an 80% chance of success for the Collapser. If
the Mining Level is lower than the Victim's Agility Level, there is an
80% chance of escape. This is where the upgraded Castle Wars Pickaxe
gains it's use, giving a hidden +10 Mining Level.

Traps can damage more than once, until de-activated.



-



Fix my Launcher!

Now, the Catapult is a nice little Weapon,
found on the Wall outside each Castle. Currently, it can only fire
ordinary Rocks, and we get a silly little aiming Interface. It has
fairly low hits, and its last update came with Catapult Construction
when it stopped friendly fire. That was a good update, but I have some
more ideas.

First of all, the Interface. There should be 3
Options on your Team’s Catapult. The first, the left-click option,
should be “Fire-Catapult”. This would bring up a small Menu containing
“Long Range” and “Short Range” The two Right-Click options would be
“Long Range-Catapult” and “Short Range-Catapult”.

The
Short-Range option would be the same as the Current system. A small map
of the area up to the bridge would come up and you could choose where
to fire it.

The Long-Range option would be a new idea. It
would allow a ‘blind-fire’ to the Enemy Wall, with 60% Accuracy. So,
60% chance of hitting the Enemy Wall, and 40% chance of not. Of course,
even if you miss the wall you can still damage if it hits someone.

These Accuracy measures are the basic ones, for normal rocks.

Next, the Rocks. Currently, it only fires Rocks, Just a plain normal rock. This is what I suggest for this one:

ROCK
•Ranged Level required: 20.
•Max Damage: 15.
•Accuracy for Short Range: 100% of landing where you ask.
•Accuracy for Long Range: 60% of hitting enemy wall.
•Extras: None.

SPIKED ROCK
This one is obtained by adding Smithed Spikes to a normal Rock, as detailed previously.
•Ranged Level required: 40.
•Max Damage: 25.
•Accuracy for Short Range: 95% of landing where you ask.
•Accuracy for Long Range: 60% of hitting enemy wall.
•Extras: None.



MAGIC SPIKED ROCK
Now, currently the Catapult is a Ranged Weapon. However, I have this idea to incorporate Magic.

You
would be able to use Death Runes (Must be own, not Catalytic from Rune
Generator), and the Catapult would automatically ‘enchant’ any Spiked
Rocks that are fired from it.
•Ranged Level required: 60, and also 60 Magic.
•Max Damage: 20.
•Accuracy for Short Range: 85% of landing where you ask.
•Accuracy for Long Range: 60% of hitting enemy wall.
•Extras: When it hits an Enemy it will freeze them for 5 Seconds, and reduce a random Combat Skill by 10% temporarily.






-




What’s ‘appenin’?

How do we know what’s happening? Game Icons!

Currently, Game Icons can be in Red or Green, or not change colour at all. There is also one that makes use of a Health Bar.

I suggest that Jagex add a Yellow option to some of them, and adds a few more icons.

I suggest the following Icons:

•Saradomin Standard
Green Text: Safe.
Red Text: Taken.

•Zamorak Standard
Green Text: Safe.
Red Text: Taken.

•Gate Icon
Health Bar, as current, but add white text underneath it:
Green Text: 71-100%
Yellow Text: 51-70%
Red Text: 0-50%

•Door Icon
Green Text: Locked.
Red Text: Unlocked.

•Tunnel Icons
Green Text: Collapsed.
Red Text: Cleared.
White Text underneath: E or W, to display whether it is the East or West tunnel.

•Catapult Status Icon
Green Text: Operational.
Yellow Text: Alight.
Red Text: Destroyed.

•Time Remaining
White Text: Time Left.





•Barricades Icon
Will display how many Barricades your team has left to use.
As this is new;
Image: A Barricade.
Green Text: 16-25.
Yellow Text: 6-15.
Red Text: 0-5.
You
may have noticed I’ve increased the limit to 25. That’s because 10 was
never enough, and with extra resources to compete for, 25 sounds fair.

•Flag Protection Familiar Icon
Will display whether your team’* flag is protected by a Flag Protection Familiar.
As this is new;
Image: The Flag Protection Familiar.
Green Text: Yes.
Red Text: No.
It will also flash yellow slowly if your Familiar is under Attack.





-



Okay, I found this rather humorous picture on the Game Guide for Castle
Wars. It is basically just the Castle with doors closed, and a few
wooden spears outside. It’s caption was “can you breach the castle's
defences?”

Now, there is one long-lasting War that is turning
into a frank annoyance. That is the one taking place on the Khazard
Battlefield. Guess what they use as Defences? Yes, Spears! And have
either of their Spears made a Difference. Nope!

We need something to actually breach!

Now, I suggest a Wooden Defence, which would completely surround the Castle. It would have an optional Barbed wire top.

To
make a Wooden Defence, we first need wood! So, I suggest that Jagex
adds a new tree near to the Stepping Stones, on each side.

Normally, you’d need a knife now. However, for ease, I suggest letting the Toolkit do this.

With
15 Logs, you’d be able to use the Toolkit and make a Wooden Defence.
This could be placed outside the Castle, by using it on one of Three
little Posts. There would be one Post on each side, and one in the
Middle, where the Defence would have to go around a corner of the base.


Optionally, you could then add a Barbed Wire top, with 55
Fletching. How these are made was detailed previously. Five wires would
be needed to fully cover the Fence.

Team Mates will be able
to pass through it magically, as long as it is within 1 minute of
praying at their Team’s Altar. Enemies must attack it to get through.

WOODEN DEFENCE
•How to make: 15 Logs with Toolkit.
•Damage to be done to destroy it: 100.


BARBED DEFENCE
This is what it becomes if it has 5 wires added.
•How to make: Add 5 Wires to a Wooden Defence.
•Damage
to be done to destroy it: 150. It is possible that it will have less
than 5 Wires added, in which case 10 health is added on to the original
100 for each wire.



-



Rewards!

What’s a Minigame without any decent Rewards?
The Current Castle Wars!

First of all, Rewards are bought with Castle Wars Tickets. How these are calculated needs a fix.
Loss: 0.5 Tickets.
Draw: 1 Ticket.
Win: 2 Tickets.
Additional Tickets for each kill: 0.05.
Additional Tickets for each capture: 0.2.

Decimals would be remembered, and when they hit one an extra Ticket would be awarded.

-

Now for the actual Rewards. I don’t actually have very many ideas here, but I do have some new ideas.

*Exp Lamps.
These
would give 100 Exp each, but with each Ticket used to buy them they
would gain a ‘charge’. So, you might have a single Lamp with 100
Charges. By right-clicking on the Lamp we could get the options: *Use 1
charge”, *Use 5 charge”, *Use 10 charge”, *Use 100 charge”, *Use all
charge” and “Use * Charge” They could also only be used on Combat
Skills, and the additional Skills added in this Suggestion.

•Castle Wars Crest.
The
actual Reward here would be given as a Ticket. This would be taken to
the Herald in Falador. With the usual 5k, we’d be able to change our
Crest to Castle Wars. We could get Shield, Full Helmet and Standard.
100 Tickets seems reasonable. 

•Castle Wars Shield.
Similar
to the Lumbridge Achievement Diary Reward. It would have a Round,
Square and Kite Shield. It would have an emote involving you grabbing a
Standard and throwing it. 5 Squares away a Plinth would appear, which
the Standard would land in. This Standard would be visible to everyone,
and anyone touching it could get a teleport to Castle Wars (including
the person who did the Emote).
The Round Shield should cost 20 Tickets, Square Shield should cost 50 Tickets and the Kiteshield should cost 150.





-



Miscellanious Extras
•Remove Flag Holding.
This was obviously
never the way Castle Wars was made, and is obviously not something that
should happen. The game is meant to be a challenge start to finish for
both teams, not grab your own flag and hide. Nowhere in the Game Guide
for Castle Wars does it mention Flag Holding as a Tactic.

"Both teams try to infiltrate each others' castles, capture each other's standards, and take
them back through enemy lines to their own base to claim a victory point for their
chosen deity. "

•Stop people taking each other’s Supplies, except the ones specifically mentioned in my Suggestion.
In the Game Guide it defines the main Supply Room as an important room for you, not a restock after your previous Battles.
“The room on the ground floor is one of the more important locations for you in your
Castle”

•Allow
the Burning of Ropes attached to the Battlement Walls. By adding a
Grapple onto the rope (detailed previously) it would not be possible to
do this.

•Allow the burning of Ladders. Only Ladders
Underground and in the Middle Tower could be burned, and they could be
extinguished with a bucket of water, or fixed with a Toolkit if it is
too late.


-


That be all.
Thankyou. Smile

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Re: § Castle Wars Improvements! §

Post by TATORZ on Tue Jun 23, 2009 5:07 am

Lol.... I've read this thread before Tongue

*looks at watch*

Dangit, I shouldn't have read it all before posting Sad

It's a good thread. Castle Wars does need improvement, and all of these would help a lot. I love adding other skills into it.


ACH! WHY IS MAH POST BLUE??!?


Last edited by TATORZ on Tue Jun 23, 2009 12:05 pm; edited 1 time in total (Reason for editing : Blue post FTW?)
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Re: § Castle Wars Improvements! §

Post by 3mptylord on Tue Jun 23, 2009 5:22 am

Is as epic as on the forums lol. Tongue

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it. 
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Re: § Castle Wars Improvements! §

Post by Dark Avorian on Tue Jun 23, 2009 10:46 am

EPIC
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Re: § Castle Wars Improvements! §

Post by TATORZ on Tue Jun 23, 2009 12:05 pm

Why was my post so blue?
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Re: § Castle Wars Improvements! §

Post by Dark Avorian on Tue Jun 23, 2009 1:59 pm

dunno...
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Re: § Castle Wars Improvements! §

Post by Dark Avorian on Tue Jun 23, 2009 1:59 pm

were the pandas sad...
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Re: § Castle Wars Improvements! §

Post by Callum 2789 on Wed Jun 24, 2009 2:59 am

It's because I clicked thanks. :S lol..

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Re: § Castle Wars Improvements! §

Post by 3mptylord on Wed Jun 24, 2009 3:15 am

So coloured posts are possible! Wink

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If all good things come to an end then we're living in a world where evil wins. 

If there once was love then maybe something survived. If we find a single diamond in the rough then it's worth it. Through a thousand tears if there's one drop of love then it's worth it. 
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Re: § Castle Wars Improvements! §

Post by TATORZ on Wed Jun 24, 2009 4:04 am

Awesome! Grin
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Re: § Castle Wars Improvements! §

Post by Dark Avorian on Wed Jun 24, 2009 9:06 am

oh cool
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Re: § Castle Wars Improvements! §

Post by Callum 2789 on Sat Jun 27, 2009 4:38 am

If someone could thank all my posts I could look a little like a mod! Tongue

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Re: § Castle Wars Improvements! §

Post by TATORZ on Sun Jul 19, 2009 10:47 pm

You can only thank one, though Wink
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Re: § Castle Wars Improvements! §

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