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Many angles of ramps on grass.

斜坡ramp是一个地图功能,允许矮人, wagons, 和其他 creatures 跨层移动.将光标悬停在其上时, 它们被称为 斜坡,它们在大多数地图上自然出现,例如山坡。矮人们可以用挖掘的方法制造它们 mu自下方或者是mr 上方.它们也可以constructed任何可用的材料, with bnr. Ramps are the only way that wagons can move between levels in order to access a trade depot. Unless you build your depot above ground or set into a cliff, you will probably have to create ramps to allow access to it.

在ASCII模式下,坡道用▲符号(指向“上”)显示。坡道上方的空间显示为▼,称为“下坡”。向下的斜坡并不是一个真正的地形特征(与向下的楼梯相反),而是它下面的斜坡的指示;它的其他功能是作为开放空间--就像游戏显示·来表示下面关卡上的树木或地形一样,▼符号是一种显示细节,而不是一种地形类型。本文其余部分提到坡道时,指的是实际的坡道(▲)。

Note that ramps function similarly to floors in that units can walk on them without any problems, even if they are over open space. They will also support adjacent buildings.

Movement using ramps

出于单位移动的目的,坡道将坡道底部连接到“坡道底部附近的墙壁顶部”。所以与楼梯不同的是,矮人可以直接向上或向下移动,而通过斜坡移动的矮人将沿着z轴水平方向移动,在一次移动中同时改变水平和垂直位置。这可能会让坡道看起来有“方向”或“流向”,但实际上这完全取决于坡道附近的空间。

更正式地说,一个可用的坡道需要四个:

  1. 一个斜坡
  2. 一块坡道正上方的开放空间
  3. 相邻的位于相同的z轴水平(包括对角线)“实体”贴图。一些特殊的瓷砖,如半熔融的岩石,不算作“固体”。
  4. 在“实体”贴图的正上方有一个“可行走”贴图
Ramp Diagram 2.jpg

If these conditions are met, creatures will be able to move back and forth between the ramp space and the walkable space above the adjacent wall. Otherwise, the ramp will be labeled as "Unusable" when hovering with the mouse.

These conditions mean that if one were to try to create a "stairwell" with ramps, one would have to place the ramps adjacent to one another across Z-levels, rather than underneath one another as they would when building stairs. Each ramp would also have to be supported by a solid tile on the Z-level beneath it; this means that a sequence of ramps will become unusable if, for instance, the player attempted to make a 180º turn and build one ramp on the Z-level directly beneath another. The dwarven fortresses created during worldgen provide examples of ramp implementation, generally using ramps for the main entrance stairwell into the fortress, as well as when changing elevation in the tunnels they build through the caverns.

Example A: An unusable ramp

Example A shows a situation where a ramp might be created that is actually unusable. Dwarves cannot ascend or descend (or cross) the ramp as shown because the walkable spaces above the ramp are not walled underneath, therefore dwarves cannot move between the ramp bottom and the spaces by the top of the ramp. If walls were added under the upper floor spaces, the ramp would become usable.

Note: Fortifications can be used by ramps as the adjacent "solid" tile, provided those fortifications have a walkable space above them (which would apply to all carved out fortifications, or those constructed with additional flooring).

Finally, wagons follow a completely different set of movement rules on ramps. This can be exploited used to create separate paths for wagons and other (walking) creatures, for example to allow wagons to proceed directly to a depot while directing all other visitors through a trap filled maze. 模板:-

Creating ramps

Dwarves may construct ramps out of building materials such as stone, wood, blocks, and bars, but it is more common to dig them from natural walls (see mining).

Digging ramps can be accomplished in two ways. Dwarves can carve ramps from any of the 8 adjacent spaces on the same z-level. Dwarves can similarly channel down from above, which will carve a ramp out of the natural wall below (if any). In both cases the space and floor above the ramp will be carved out as well to make an open space. Note that a stone may be left from the material on the level where the ramp had been designated, but a tile simultaneously dug above the ramp will never generate a stone; the upper level must be dug out separately for that chance.

Note that dwarves will happily dig out or construct ramps that are not immediately usable. Check the criteria above if dwarves do not seem to be using the ramps they have made.

Collapse

Natural or carved ramps that are adjacent to walls will collapse (disappear) if those walls are mined out. This can strand dwarves, so be careful when removing walls near those ramps. In addition, trying to carve a ramp under something that cannot be dug out (such as a construction, building, or tree) will result a slope, but leave the upper floor intact. This may create a cave-in situation dangerous to your miners.

Constructed ramps will not collapse, and it is possible to create carved freestanding ramps as well, but the ramps will still not be usable without adjacent walls.

Removing ramps

Natural and carved ramps can be destroyed via the digging orders menu by pressing mx, using the in-game interface). Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp. Selecting a downwards ramp in this manner has no effect, and removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with "open space". Ramps at the edge of the map cannot be removed this way (however, you can build a floor on top of that ramp with bnf and deconstruct it later - it will remove the ramp).

Removing ramps is a fast process, on par with digging through sand or soil, and can train your miners quickly.

Constructed ramps can be removed like any other construction via the designation menu with the Remove Construction selection (m -> x).

Ramps versus stairways

As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways. For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north. Going to the same place using a ramp only requires 1 step. Walking up or down a ramp has the same movement cost as walking on level ground.

Unlike stairs, ramps do not work well with hatch covers. A dwarf standing on a hatch cover over a ramp will drop items he is carrying if the hatch opens, possibly injuring any dwarves below.

Ramping versus channeling

When digging shafts, ramps don't provoke climbing as easily as channels (which will do so in about five levels). You can channel bare floor with no wall (or only a pillar) below, resulting in a hole with no ramp. Falls can still hurt, though. Digging channels two levels above warm stone allows you to remove it without getting warm stone cancellations, and digging ramps 1z below wet stone similarly allows you to remove that.

挖掘进度只会在暴露的砖块中累积,这意味着当挖掘被打断时,坡道或堑壕的行为会有所不同。不能在建筑物(包括库存)上指定通道。然而,如果在下方挖了一个“坡道”,那么上面的地板看上去仍然完好无损,但是坡道上方的物品会掉下来,就好像坡道上方的地板被移走了一样。

A ramp can be dug diagonally upwards while standing on a ramp, thus allowing you to reach 2 z-levels above the miner. This can be done even if there's a building, such as a bridge, above.