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The idea is to have a wall high enough to block line of sight even from the highest point outside of your fort in order to prevent ranged enemies from shooting at you (all shots are straight lines, no curves).
Ramps, walls, stairs and floors need to be deconstructed via a special entry in the "dig" menu because you don't have an interface when you click on them (like furnitures or workshops).
I did try a few of the options in the dig command for being able to remove the ramp but nothing seemed to work. I was reluctant to try the channeling option though. Lol
Sure but I don't understand why they wanted to build a multi level wall in the first place. I didn't tell them to do that.
My guess was because it was trying to match the height of the nearby natural "wall" provided by the mountain. But I don't actually know.
2 you would need stairs from the construction tab. Or a ramp but building walls is iffy, goblins can climb, so you need a moat with that z level with the water dug under the wall, so they don't climb. If you embark in a zone where water freezes good luck. Might want a roof then.
3. Yes with the mining cancel button. You can remove ramps with that.
So building multistory single tile wide walls requires a lot of micromanagement (or using the DFHack tool meant to address this which works pretty well).
No
So remembering it as 2 tiles prevents mistakes like that.