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Editing 40d Talk:Ramp

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Also, if you remove that wall, the ramp (often) collapses - no definition, no ramp. (A ramp in a corner has two supports, and can work either way - odd to think of, but that's DF.)  And that's my model.  Sometimes buggy ramps seem to work around that, but not always - but if you follow that model, you get a working ramp, leading where you want, 100% of the time.  <br />
 
Also, if you remove that wall, the ramp (often) collapses - no definition, no ramp. (A ramp in a corner has two supports, and can work either way - odd to think of, but that's DF.)  And that's my model.  Sometimes buggy ramps seem to work around that, but not always - but if you follow that model, you get a working ramp, leading where you want, 100% of the time.  <br />
 
I'm sure there's room for improvement on that - what would you suggest?--[[User:Albedo|Albedo]] 19:37, 14 October 2009 (UTC)
 
I'm sure there's room for improvement on that - what would you suggest?--[[User:Albedo|Albedo]] 19:37, 14 October 2009 (UTC)
 
:Well, there's a whole section about ramp collapse. I think it's a good idea if we mention it closer to the top with the important stuff, since it's such a common ramp experience a ramp-carver should be aware of. But I don't think it needs to be mixed in with the basics of what makes a ramp usable. (After all, not all ramps need support, "adjacent wall" is a perfectly clear term whereas "support" conflicts with construction support and mechanism support..). Another reason I don't think it should be is this:
 
 
:Ramp travel is a bit mysterious if you're going just by observed DF behavior. But for me, after absorbing ManaUser's simple rules, my expectations are now in line with how they operate in game. So I want the "using ramps" section to stay very clear, with a laser focus, and be about one thing and not mix in other stuff. To me that means keeping the list short, and keeping the list very close to the top of the section.
 
 
:As for some specific issues, here are my experiences.
 
#The direction of travel immediately before the ramp move is irrelevant. It's true that a dwarf won't do 180 "double back" moves, but that's a natural result of the rules; to do so he'd have to be standing inside a space that's supposed to be a wall, at some point. (And I bet with ridiculous timing on wall construction and dwarf pathing decisions, you could get a dwarf to do a 180.) As a result I think it's a bit misleading to talk about ramps having 'directions' that they 'feed'. A ramp is like a teleporter between the ramp bottom space and the tops of whichever adjacent wall the dwarf wants.
 
#I've never seen a dwarf hop down a ramp "illegally" as part of a normal move (i.e. when they wouldn't have hopped down a channel). In the example illustration on the page, the dwarf WILL be trapped up there.
 
#I haven't seen ramps be okay for awhile then stop working or collapse for no reason. I ''have'' seen the one-way thing but that's a bit of an edge case, and might just as easily be called a bug with floor deconstruction. Other edge bug cases may deserve mention too, but they shouldn't cloud the presentation of the basic rules and don't necessarily call them into question.
 
#Likewise I've not yet seen a ramp that looked valid, but was not used, that did not on closer inspection turn out to be invalid.
 
#Never seen a standalone (unsupported) ramp work, but of course after trying to get them to work for awhile, now I don't build them anymore :)
 
:Obviously some in-game examples would go miles but ''so far'' ManaUser's rules have been absolutely correct in my experience and in the slew of little experiments I did to verify them before doing my first edit. Though I also wanted to clarify them some (I prefer to say a space is 'walkable' rather than 'open' because Open Space is a game term and is very much not what is meant.) Can't resist tinkering sometimes. [[User:Cheepicus|Cheepicus]] 21:26, 14 October 2009 (UTC)
 
  
 
== Untrue Things on this Page, In My Experience ==
 
== Untrue Things on this Page, In My Experience ==

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