IMO this should only be possible through constructions, otherwise the "Z-levels * 7" problem SquashMonster stated would happen far too often... In fact, i can't even think of a way you'd be able to carve x/7 walls without butchering the designations menu (further)
Anways, it's definitely a good idea, as it'd allow fairly unique construction options. I think it should function like this:
- Step height :: As simple as dividing creature size by 3 and rounding down. Why 3? Most creatures cap out at 20 size; divided by 3 and rounding down, that's equal to 6. This means that a Dragon can "step" over a 6/7 wall, but cannot step over a fully-constructed wall. Given that Dwarves/Goblins are 6 units tall, their step height would be 2/7; they cannot step up to a 3/7 or higher wall. Humans/Elves would be the same.
- Climbing :: If a creature cannot step up, then they will try to use their climbing skill to get on top of it. (when climbing is put in)
- Liquids :: Liquids in the square* are treated as they normally would be, except that they are at much more shallow levels. Liquids treat 6/7 walls as 5/7 walls, otherwise you'd have 1/7 units of water evaporating on top, incapable of flowing. In order for a liquid to flow over a x/7 wall, the liquid in that square must be equal to that wall's height+1.
- Projectiles :: Walls shorter then 4/7 should be able to be shot over. Why shorter then 4/7? Because firing a bow from 4/7 would be a literal pain in the neck, and a crossbow would have no support for it's recoil. As well, it's safe to assume that ballistae fire at the midline of a square, considering the chances of the ballista arrow chopping someone in half when it connects with them.
...
As for the talk about ceilings, sure... But it will complicate the menu AND display of such walls both in the game window and in the menu.
I think the best way to display it in the game window would be to:
- Have the stone color as the background color
- Have the floor and ceiling height numbers colored in relation to the wall color :: floor numbers are in the opposite color, ceiling numbers are in the nearest complementary color.
So, a granite wall would have a (dark?) grey background. If a fractional wall was built there, it would have a white number as it's floor, and a (light?) grey (or black?) number as it's ceiling.
When you loo'k' at the wall, there will be the same colored numbers, but instead of x/7 it will be x/7/x representing the layering on the floor and ceiling, with the remaining space between them. (and possibly wether or not that's filled with liquid)
*Any time water or magma flows over a fractional wall, the wall is replaced with a double tidle, dark blue for water or dark red for magma, with the background being the color of the wall. [If the liquid is flowing, it should animate with a single tidle. As well, it should generate mist if it falls more then 3/7 in distance.]
[ December 06, 2007: Message edited by: Mechanoid ]