![]() Once the bridge(s) covering the other ramp(s) are built (make sure they're first in the job queue by holding back on others?) and blocking them, connect the lever you built in your Master Lever Control Room/wherever with this(/these) blocking roof(s) and - making sure there's no construction-dorfs likely to be wandering over them on the way to other bits - pull the lever. Then lay down all bridges but one, that one being one that overlaps a chosen wall-ramp access to let you build the others. ![]() (In a 3x3 bridges of <=10 on each side, you could go (Bridge)(Bridge)(Gantry)(Bridge), if you don't mind assymetry, or are copying the design at each corner of the map anyway so you get your symmetry when considering them as a group! )Īnyway, get your gantries built between your walltop edges. ![]() You could also have an 'island' in the middle, but then it needs its own access anyway. Optimally, in each direction, (Walltop-supported Bridge)(Bridge)(Floor Gantry)(Bridge)(Bridge supported by Walltop) would work, with the Walltop being below the edge and the Floor Gantry being constructed (or naturally arising from internal Walltops up from the innards of the level below) from external walltops all the way across the given perpendicular. If you're doing anything of 21x21 or more, without any other inte, you'll need at least 3x3, and the centre one would need support. (You don't need to, nor necessarily should you, tie the roof-bridges to the support-walls exactly, just treat those wall-tops as potential roof-gantry flooring (below), gratis, in your subsequent planning.) And if you have internal walls in the level below the roof then you probably can handle it as several smaller sections anyway. Anything up to 20x20 plan (including walls, i.e 18x18 internal space) can be done with at most four bridges anchored on each corner and half way along each wall (any side less than 10 can have two corners, two complete sides and as far as you want/can along the adjacent sides, and if it’s >20 in the other direction you can fill across between opposite sides without further need to worry). It must have separate bridges to cover each ramp (of the two key ones, regardless of others you temporarily have), the maximum size is 10x10 and all bridges must be buildable from non-bridge support. Now consider how you're going to bridge-cover the gap. These two (or more!) ramps give access to the final wall-tops. At the last level of internal wall I build a ramp, instead of wall, on an edge (not corner!) tile, which might be where any internal stairway access meets the wall or just anywhere the internal wall-hugging 'gantry' is there, for the express purpose of patrolling archers, or however you are currently with the entire level eventually floored in a stack-of-rooms tower design. To cap off the top I tended to do it with bridge-roofing accessed from two points, under two different sections of retracting bridge (needs a built lever for each separate retraction mode you eventually need, and a quantum-connection pair for each unit needing retraction). And that was before there were (deliberate) flying or climbing hostiles to worry about. I like doing multi-level walls around areas (high enough to enclose resource-trees) with a retractable roof that is built entirely from within (once completely enclosed) and leaves no pesky entryways to fliers or climbers. Though not all browsers do that perfectly, it works better than presuming your proportional font adjustments to spacing apply the same to everyone else.) Maybe force if you can also ensure by the that it does not collapse whitespace or avoid it doing so by doing solid blocks of non-space characters. (It's perhaps easier to use the tag, or (which allows color-tagging) to show ASCII-plans, both side view and top-down.
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