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Messages - Ubiq

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856
DF Dwarf Mode Discussion / Re: Jeweler won't get gems!
« on: June 14, 2010, 11:11:49 am »
I am still getting used to DF2k10, and i just got my first moody dwarf. He claimed a metalsmith's, and is, among other things, asking for cut gems. I have plenty of rough ones lying around (even star rubies), so i made a jeweler's workshop, and put a dwarf on cutting. The problem is that even though i have a gem stockpile 3 squares away, he cancels all jobs because he claims there are no gems. Help!

Like Sphalerite said, make sure that he can access the gems; a jeweler's workshop has an entire side that a dwarf can't move through. If they're in a side tunnel or room to the right of the jewelery, then they're not accessible.

If that's not it, then the most likely reason is that the gems are either forbidden or he's been assigned to cut gems you don't have somehow. You're assigning them through the workshop and not the manager, correct?

Quote
Also, a secondary question: Why are all my miners drowsy, thirsty and slow as hell even though they are legendary?

Dwarves will keep working as long as their mental attributes and endurance will allow them to do so; some dwarves will even work themselves to death if they have indefatigable and high concentration. The best thing to do is to turn off mining for a minute; after they mine the next tile, they'll go off and drink, eat, and sleep. As soon as they head for the drink stockpile, turn it back on so that they'll get back to work after they get done.

Far as being slow goes, how much booze do you have? If dwarves have to drink water instead of some form of liquor, they begin to work more slowly because of their dependence on alcohol. Does it say anything along the lines of "and can't remember the last time he had any" on their thought screens? If so, that's your problem. If not, well, their agility is lousy and that's that.

857
DF Gameplay Questions / Re: What do I do with all this chert?
« on: June 05, 2010, 12:48:42 pm »
Chert?

Haul some of it to the trade depot whenever a caravan shows up. After you get done trading, just give it away as a tribute. It'll really boost public perception of your fort if your dwarves are willing to give people the chert off their back.

858
3) The Clans
3 male, 3 female dwarves (no. 7 has to die). No migrants. If No. 7 didn't get to live, you foreign spies certainly won't!
Each couple is given a clan name (husband and wife are given the same 'nickname'), and their children receive the same. So even when we reach a higher population, everyone will either be of one clan or another.

Counter proposal:

Embark in a location with a valley and hills. One dwarf stays at the bottom to begin building a city while the two clans each head for a location in the hills above him. Migrants live in a city while the clans, one with the dwarves named after Roman gods while the other uses a Greek god naming systems. Figuring out how to make cannibalism work in the scenario is up to you.

859
DF Dwarf Mode Discussion / Re: EXPEDITION LEADER IS A FISH
« on: May 28, 2010, 04:56:29 pm »
Thus, you'd have failed whether you prevented him from escaping or not, and also may not have been able to speak with your liaison/other diplomats (definitely couldn't trade.)

Urist McHaggler, Liason cancels meet with Expedition Leader: Drowning x 300.

860
DF Dwarf Mode Discussion / Re: Favorite Type of Stone?
« on: May 28, 2010, 02:53:05 pm »
Pitchblende. Too bad it's so rare.

Just alter the Embark Points in the World Gen Parameters to 10000. So long as your home civ has access to it, you could start with 3000 pitchblende and make an entire city out of purple stone.

You could always alter its raw entry as well; add veins and large clusters as well as adding it to more types of rock layers.

861
DF Dwarf Mode Discussion / Re: Gah alligators!
« on: May 27, 2010, 10:32:17 pm »
Id have them breed, but I tried that with 'enemy' annimals before and they just slaughtered their young. 'The alligator has giving birth!' 'The alligator hatchling has bled to death! x3'

Well, depending on how much you want pet alligators, you could try this.

Dig an open shaft three levels high and designate the hole at the top as a Pit.

Top level
Code: [Select]
wwww
w_ x
wwww

On the floor below, build a retractable bridge one space wide and connect it to a lever in your meeting hall.

Second Level

Quote
www
wHw
www

On the bottom, place cage traps.

Bottom level
Code: [Select]
wwww
w^^x
wwww

Now, catch a female alligator with a cage trap and toss her into the pit. The minute you get a birth announcement, pull the lever and drop the alligators down below. She'll land in the cage trap while the hatchlings are left unharmed. Repeat until you get a female alligator hatchling.

862
DF Dwarf Mode Discussion / Re: Gah alligators!
« on: May 26, 2010, 03:51:07 pm »
Two  questions.

1) What gender are the alligators? Is there a breeding pair? If so, cage trap time.

2) Does the lake freeze? If so, things will sort themselves out come winter. As a bonus, you can mine out and then butcher the corpses for food.

863
DF Gameplay Questions / Re: River 1z level above? Dangerous?
« on: May 23, 2010, 02:55:49 pm »
also is there a magma sea on every map?

There should be so long as you didn't alter any of the World Generation parameters.

Quote
And what is this Unnamed Olm Man civilization?

An indigenous tribe of Olmmen that lives somewhere in your cavern system; they'll be hostile so explore carefully. Barring a lucky hit, they're not all that dangerous to military dwarves, but they're a threat to unarmed, unarmored dwarves. 

864
DF Dwarf Mode Discussion / Re: Let's Talk Carp.
« on: May 17, 2010, 11:43:14 pm »
Even better, leave the old ones in and make three more 'breeds' of carp, each deadlier than the last. That way you'll never know if you're safe or doomed.

How about these?

[CREATURE:FISH_GIANTCARP]
   [DESCRIPTION:A medium-sized fish found in lakes and streams.  They are bottom-feeders and tend to gather groups.]
   [NAME:carp:carp:carp]
   [CASTE_NAME:carp:carp:carp]
   [CHILD:1][GENERAL_CHILD_NAME:carp fry:carp fry]
   [CREATURE_TILE:224][COLOR:3:0:0]
   [LARGE_ROAMING][CARNIVORE]
   [AQUATIC][UNDERSWIM][IMMOBILE_LAND]
   [LARGE_PREDATOR][MEANDERER][NATURAL]
   [PETVALUE:50]
   [BIOME:RIVER_TEMPERATE_FRESHWATER]
   [BIOME:RIVER_TROPICAL_FRESHWATER]
   [BIOME:LAKE_TEMPERATE_FRESHWATER]
   [BIOME:LAKE_TROPICAL_FRESHWATER]
   [POPULATION_NUMBER:15:30]
   [CLUSTER_NUMBER:5:10]
   [PREFSTRING:protruding mouths]
   [BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE]
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
      [REMOVE_MATERIAL:SKIN]
      [REMOVE_MATERIAL:LEATHER]
      [REMOVE_MATERIAL:HAIR]
      [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
      [REMOVE_TISSUE:SKIN]
      [REMOVE_TISSUE:HAIR]
      [USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
   [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
    [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]
   [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
   [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
   [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
   [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
   [HAS_NERVES]
   [SPEED:2900]
   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
   [CREATURE_CLASS:GENERAL_POISON]
   [GETS_WOUND_INFECTIONS]
   [GETS_INFECTIONS_FROM_ROT]
   [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
   [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
   [BODY_SIZE:0:0:40000]
   [BODY_SIZE:1:0:200000]
   [BODY_SIZE:5:0:400000]
   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
   [MAXAGE:200:300]
   [ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_CANLATCH]
   [ATTACK:SLAP:BODYPART:BY_CATEGORY:TAIL]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:slap:slaps]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK_FLAG_WITH]
   [ALL_ACTIVE]
   [NO_DRINK]
   [HOMEOTHERM:10067]
   [SWIMS_INNATE][SWIM_SPEED:500]
   [MUNDANE]
   [CASTE:FEMALE]
      [FEMALE]
   [CASTE:MALE]
      [MALE]
   [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
         [TL_COLOR_MODIFIER:BROWN:1]
            [TLCM_NOUN:scales:PLURAL]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:BLACK:1]
            [TLCM_NOUN:eyes:PLURAL]

[CREATURE:FISH_SWARMCARP]
   [DESCRIPTION:A medium-sized fish found in lakes and streams.  They are bottom-feeders and tend to gather groups.]
   [NAME:carp:carp:carp]
   [CASTE_NAME:carp:carp:carp]
   [CHILD:1][GENERAL_CHILD_NAME:carp fry:carp fry]
   [CREATURE_TILE:224][COLOR:3:0:0]
   [LARGE_ROAMING][CARNIVORE]
   [AQUATIC][UNDERSWIM][IMMOBILE_LAND]
   [LARGE_PREDATOR][MEANDERER][NATURAL]
   [PETVALUE:50]
   [BIOME:RIVER_TEMPERATE_FRESHWATER]
   [BIOME:RIVER_TROPICAL_FRESHWATER]
   [BIOME:LAKE_TEMPERATE_FRESHWATER]
   [BIOME:LAKE_TROPICAL_FRESHWATER]
   [POPULATION_NUMBER:20:50]
   [CLUSTER_NUMBER:5:10][LOOSE_CLUSTERS]
   [PREFSTRING:protruding mouths]
   [BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE]
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
      [REMOVE_MATERIAL:SKIN]
      [REMOVE_MATERIAL:LEATHER]
      [REMOVE_MATERIAL:HAIR]
      [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
      [REMOVE_TISSUE:SKIN]
      [REMOVE_TISSUE:HAIR]
      [USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
   [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
    [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]
   [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
   [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
   [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
   [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
   [HAS_NERVES]
   [SPEED:2900]
   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
   [CREATURE_CLASS:GENERAL_POISON]
   [GETS_WOUND_INFECTIONS]
   [GETS_INFECTIONS_FROM_ROT]
   [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
   [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
   [BODY_SIZE:0:0:4000]
   [BODY_SIZE:1:0:20000]
   [BODY_SIZE:5:0:40000]
   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
   [MAXAGE:20:30]
   [ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_CANLATCH]
   [ATTACK:SLAP:BODYPART:BY_CATEGORY:TAIL]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:slap:slaps]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK_FLAG_WITH]
   [ALL_ACTIVE]
   [NO_DRINK]
   [HOMEOTHERM:10067]
   [SWIMS_INNATE][SWIM_SPEED:500]
   [MUNDANE]
   [CASTE:FEMALE]
      [FEMALE]
   [CASTE:MALE]
      [MALE]
   [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
         [TL_COLOR_MODIFIER:BROWN:1]
            [TLCM_NOUN:scales:PLURAL]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:BLACK:1]
            [TLCM_NOUN:eyes:PLURAL]

[CREATURE:FISH_QUICKCARP]
   [DESCRIPTION:A medium-sized fish found in lakes and streams.  They are bottom-feeders and tend to gather groups.]
   [NAME:carp:carp:carp]
   [CASTE_NAME:carp:carp:carp]
   [CHILD:1][GENERAL_CHILD_NAME:carp fry:carp fry]
   [CREATURE_TILE:224][COLOR:3:0:0]
   [LARGE_ROAMING][CARNIVORE][AMBUSHPREDATOR]
   [AQUATIC][UNDERSWIM][IMMOBILE_LAND]
   [LARGE_PREDATOR][MEANDERER][NATURAL]
   [PETVALUE:50]
   [BIOME:RIVER_TEMPERATE_FRESHWATER]
   [BIOME:RIVER_TROPICAL_FRESHWATER]
   [BIOME:LAKE_TEMPERATE_FRESHWATER]
   [BIOME:LAKE_TROPICAL_FRESHWATER]
   [POPULATION_NUMBER:15:30]
   [CLUSTER_NUMBER:5:10]
   [PREFSTRING:protruding mouths]
   [BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE]
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
      [REMOVE_MATERIAL:SKIN]
      [REMOVE_MATERIAL:LEATHER]
      [REMOVE_MATERIAL:HAIR]
      [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
      [REMOVE_TISSUE:SKIN]
      [REMOVE_TISSUE:HAIR]
      [USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
   [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
    [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]
   [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
   [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
   [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
   [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
   [HAS_NERVES]
   [SPEED:2900]
   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
   [CREATURE_CLASS:GENERAL_POISON]
   [GETS_WOUND_INFECTIONS]
   [GETS_INFECTIONS_FROM_ROT]
   [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
   [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
   [BODY_SIZE:0:0:4000]
   [BODY_SIZE:1:0:20000]
   [BODY_SIZE:5:0:40000]
   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
   [MAXAGE:20:30]
   [ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_CANLATCH]
   [ATTACK:SLAP:BODYPART:BY_CATEGORY:TAIL]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:slap:slaps]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK_FLAG_WITH]
   [ALL_ACTIVE]
   [NO_DRINK]
   [HOMEOTHERM:10067]
   [SWIMS_INNATE][SWIM_SPEED:100]
   [MUNDANE]
   [CASTE:FEMALE]
      [FEMALE]
   [CASTE:MALE]
      [MALE]
   [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
         [TL_COLOR_MODIFIER:BROWN:1]
            [TLCM_NOUN:scales:PLURAL]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:BLACK:1]
            [TLCM_NOUN:eyes:PLURAL]

865
DF Dwarf Mode Discussion / Re: Industrializing Hauling work
« on: May 17, 2010, 01:07:42 am »
i mean, c'mon woudlent YOU want to belive it was the rock when you see a dead dog right infront of the rock launching bridge?

The dog was probably on the bridge when it was raised and was thrown into an obstacle or injured severely enough that it bled to death. If it was close to the bridge, then it was probably the first bridge that tossed it rather than the second.

Of course, it might have died from other causes (especially if the caravan would have passed through freezing or scorching lands while heading to the fort) and the body was simply sent to the garbage dump instead of the refuse pile where it was tossed along with the boulders; that used to happen to me fairly often in 40d and was a rather annoying problem when dead vermin were tossed into the quantum rock stockpile three floors down rather than the refuse stockpile right next door.

866
DF Dwarf Mode Discussion / Re: More dwarves than I need
« on: May 17, 2010, 12:49:09 am »
I always just put extra dwarves to work cranking out stone blocks. Since the number of mineral veins and clusters is way up in this version, it's hard to get entire districts of the same color rock so those blocks are used to make rooms look more uniform. A microcline cluster ruining the edge of that marble apartment complex? Walls mined out and replaced with marble block walls. Same for the floors. In one fort, I even made a six tile wide obsidian highway with alunite lane dividers that stretched from one side of the map to the other with offramps and everything.

Useless, idle dwarves are just tools waiting to be used.


867
DF Dwarf Mode Discussion / Re: Crested Lanterns Fortress Design
« on: May 16, 2010, 05:59:22 pm »
http://mkv25.net/dfma/map-8783-crestedlanterns

A fortress I started up as a mega project, will basically house many other mega projects with the fortress itself being the main one. I'm having fun with it so far even if the work is moving slow.

This fortress was inspired after looking at other legendary fortresses, with FlareChannel being the most prevalent. So don't be surprised if some aspects are similar to other fortress while also adding on something different or is changed in some way.

Now as to the main reason for starting the topic, I'm hoping to gather some ideas for mega projects that I can start. For instance I'm in need of an idea for a bedroom tower.

Current Progress:
Overall: 4%
Trade Depot: 35%
Military Tower: 20%
Workshops: 30%
Dining Room: 35%
Stockpiles: 0%

With a name like Crestedlantern, how can you not have a giant lighthouse?

Make the top floor eniterly out of clear or crystal glass and trap some magma sea denizens or even a fire-based Titan/Forgotten Beast to use as a source of light.

868
I just noticed that someone is carrying the "long guys name" steam off to the refuse pile.  I wonder if it slips through the dwarfs fingers?  and if I can get steamed meat and fat out of this?

If it works, make a Lavish meal out of it and several plants so that your dwarves can enjoy some nice steamed vegetables.

869
DF Dwarf Mode Discussion / Re: Animal Armor?
« on: May 15, 2010, 02:56:27 pm »
Edit: And I don't mean strapping living elephants to dwarves as armor, though it does sound awesome.

I dunno; what's their armor quality like compared to babies?

Of course, Elephantanium Armor would be useful for male dwarves who don't have access to Babium and undoubtedly superior to Unicornium Armor that elves would use.

870
DF Dwarf Mode Discussion / Re: Ice Floors
« on: May 14, 2010, 12:00:49 pm »
I constructed some ice fortifications that melted when my river and lake thawed. At first, I thought that they were just submerged by the river, but they weren't listed as existing when I moved the cursor over their former location.

So that's:

Floors - melt
Fortifications - melt
Constructed walls - don't melt
Ramps - don't melt

At a guess, stairs will hold firm as well.

Natural ice walls are, of course, the farmers' best friend.

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