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Messages - Grimmash

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211
Masterwork DF / Re: [WARLOCK] - Collecting Ideas - A lot of screenshots atm
« on: December 30, 2013, 12:31:17 pm »
Meph, are you familiar with 2nd Ed Vampire by WhiteWolf?  They had a vampire bloodline, the Tzimisce or something like that, that had all sorts of fun mechanics and lore surrounding bone and flesh modification.  It was called Vissicitude.  Might be fun to look into for warlock ideas if you want to get into the grizzly side of things.

212
Thanks for clarifying on the mint.  I never find use for coins in Vanilla, so I just assumed I needed the Coin Mint.  At least it got me to build the Alchemist and the Toolmaker and show those additions:).

As for the Carp God, next update features the Temple and wards, and fresh arms and armor were being made over the course of year 4.  I am planning to deal with the fishy scum soon.  Next update should be a bit less rushed.  I wrote this one mostly from notes, as I just finished two other turns between playing year 4 and writing it.  I'll also be giving a full over view to start year five, then trying to finish off the well, start on magic, and get a proper military running.  Time to disrupt the peace a bit!

213
Year 4 - Alchemy, Guildhalls, and Magma

Spring

Flooding of the tunnels begins!  We also discovered the magma sea.

Spoiler (click to show/hide)

12th Granite

My barony has been confirmed! Hooray!

15th slate

Four dwarves died due to magma related issues in setting up the magma forges.  A pity, but progress requires sacrifice…

18th Slate

Three more reported missing…  Maybe I need to work on this whole digging and lava thing.  Usually I do better.

27th Slate

Migrants have come.  And we built a Guildhall.
Spoiler (click to show/hide)

For the low, low price of 500 sovereigns (gold coins), this lets you turn a dwarf into a member of one of the 12 guilds, massively increasing how fast they learn the guild skills.  The best way to do this is to restrict the workshop to the dwarf you want to change, then run the reaction.  The dwarf will go into a trance for a week, and emerge as a new guildmember.  I am going to start slowly guilding useful dwarfs.

8th Felsite

I hit a snag – I need coins to use the Guildhall.  Coins require a Mint.  A mint requires 3 sorts of dies to be built.  To make those, I need a Toolmaker.  I get the Toolamker built, but run into a snag.

Spoiler (click to show/hide)

I need spring steel to make parts for dies!  Spring Steel is new, and used for many reactions in the mod. To make it I need steel and nickel.  Steel is no problem, but nickle needs garnierite.  I have no garnierite on this embark, but there is the Alchemist!

Well drat, I need more stuff to research the Alchemist.  Specifically I need stone, rough gems, bars, flux, SOAP_MAT (lye!) and oil.  I can get oil from a screw press, so I’ll build one of those, and press some oil out of plants.  I’ll make lye from ash, which I have been making anyway for slag processing.

Time to get working…

19th felsite

Elves.  I’ll lock them in and take their stuff.

Summer

5th Hematite

Our researchers have discovered the secrets of alchemy!  Now we can build the alchemist’s shop.

Spoiler (click to show/hide)

Now we need a mortar and pestle.  I’ll send the orders to the craftdwarves.

28th Hematite

More damn migrants.  I mean, great, more bodies!

9th Galena

The elves finally went nuts!
Spoiler (click to show/hide)

Autumn

20th Limestone

We have an alchemist’s shop!  This wonderful building lets you transform metals from one to another around a circle of alchemy.  The circle is in the manual, so you can look it up there.  Basically, two bars and one flux transmute into a bar of the next metal.  It is not efficient, and not all of the transmutation make perfect sense, but they generally go up in value, so all in all, in works to plug holes in the missing minerals for your embark, assuming you have something to work with.  You can also use sprites to make water and lava sources, but we have both, so we will leave that for now.  Time to transmute some copper to nickel.

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We also have a necromancer in disguise!  I’ll send Meph and his squads to deal with this.

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Well, that was quick.  In one motion Meph charged down the stairs, drew his dagger, and cut the necromancer in half.

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13th Sandstone

I’ve been making great gem axes at the Gemforge, but I’m having issues.  It seems random dwarves are picking them up as soon as I make them.  I’m not sure what the deal is, but I’ll try to figure it out and get Meph his great axe.

And, we finally have enough spring steel!  Time to make coin dies!

16th Sandstone

We have unlocked the secrets of magick!!!  Magick is a complex addition to the game.  Just now that for now we have unlocked the first step in magickal awesomeness, and this will be returned to later.

Spoiler (click to show/hide)

19 Sandstone

Even more migrants have come.  We have also finished two Shrines to Armok.  The shrine lets you pick an item to pray for, and you have about a 3% chance per prayer job to get something.  Another nice way to try and get some stuff for free.  Great if you have lots of useless dwarves.

Spoiler (click to show/hide)

26th Sandstone

The coin mint is built.  I’m going to start making gold coins (sovereigns) to use in the Guild Hall.  The building uses bars of metal, and turns them into coins.  Pretty simple.

Spoiler (click to show/hide)

28th Sandstone

We have a new Monastery.  This building makes a lot of the stuff that gets used in various religious reactions, like ceremonial items, allows praying, and can be used to induct dwarves into the Priest Guild, creating Apostles of Armok.

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We need ceremonial statues and totems for an altar of Armok, so I’ll have some built.

5th Timber

Now that we are making coins, it is time to get some use out of that guild hall!  I am going to make a few more smiths.

In all the hubub, I missed the announcement that we discovered the secrets of the Golemforge a few days ago.  We’ll be returning to this topic.

Spoiler (click to show/hide)

11th Timber

At long last, a siege!  Orcs…

Time to test the new airlock system.

26th Timber

While trying to lure in the orcs, a forgotten beast has come to the caverns.

Spoiler (click to show/hide)

Winter

The squad of orcs seem content to wait, so I’ll see if the drow caravan can whittle them down.  They are mostly bowmen, no sense in wasting troops.  These orcs are smart invaders.  They do not randomly charge in, but instead wait for you to attack them.

23rd Moonstone

Our School of Wizardy is up and running.  I’ve set some research to be done in various fields of magic.

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1st Opal

One of our dwarves is an acolyte of the carp god!  Time to dispatch the military.  It appears to be hitting our dwarves with waves of paralysis.

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All of our sqauds attack, and the acolyte punches one of the first dwarves on the scene, hitting him in the head and crushing his skull.  As the dwarves pile in, our chemist, with a gem great axe, slices of the acolyte’s right arm.  Another swing cleaves off the right foot.  Finally, the creature bleeds to death.  While no one gains credit for the kill, it Sigun Raluzar, a chemist who inexplicably took a gem great axe, that severed both body parts.  She has been given the title “Carp Slayer”, and will receive military honors and likely a rank in the militia.

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9th Opal

Our hospital killed a dwarf due to lack of water.  Time to get cracking on the wells.

16th Opal

We discovered the Town Portal at the Wizardry school!  I’ll come back to this, but it basically allows you to summon dwarves from the Mountainhome directly to the fortress.  Cool, if you need more dwarves.

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14th Obsidian

Another artifact, this time an hourglass.

Work progresses on the well system full speed.

21st Obisidian

Two long overdue additions have been made to the fortress.  And Archeologist’s Study and a Biologists Study.  The Biologist allows our doctors to study fallen corpses of our foes in order to learn the weak points and improve our ability to fight them. In short, the reactions have a chance to provide benefits reducing skills of the enemy.  I’ve queued up a bunch of research into orcs and goblins, as they seem to like attacking us.

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The Archeologist picks up those random relics and fossils, and randomly turns them into things.  Could be useful, might be junk.  But it’s kind of a nice flavor addition.

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That’s it for year 4.  Year five should see use of magic, wells, and more use of advanced workshops.

[
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214
Ok.  Claiming the fort and starting.  If I get bum rushed into choosing a baron, it will be Monitor unless everyone else decides otherwise.  I figure this is fair, because voting is split 4 ways with one vote per dorf, and Monitor is the founder, and I didn't vote, so technically I could give mine to Monitor anyway.

216
DF Community Games & Stories / Re: The fortress of nobles succession fort
« on: December 29, 2013, 09:03:13 pm »
Summer

3rd Hematite

Well, m’journal.  Things on the food front a looking a bit better.  We’ve crops in the ground!  With that taken care of, we need better weapons and armor.  Instead of waiting around for Armok to rain ingots upon our heads, we shall gird our beards, and commence digging deeper.

Another layabout has organized a party.  What are they celebrating?  The lack of death?  The fact that our dining room is a utter disgrace?  Honestly, we are already starting to look like the fools we left behind!

9th Hematite

What a fortuitous day, m’journal.  We have found the first cavern layer!  While it would be imprudent to breach it now, what with our military barely a few dwarves, this should provide us silk and possibly food if we find ourselves stuck between a rock and an even bigger… erm… rock.  Must be a better word for that, m’journal, but I’m afraid I’ve more important things than vocabulary to concern m’self with!

Spoiler (click to show/hide)

18th Hematite

What do you think we found today, m’journal?  I’ll tell you what, a second cavern layer, along with a magma pool.  On the way down, we also found a nice few layers of jetsam.  Or floatsom?  Fluxom?  Whatever it was, our smith was completely incenses.  Says those chalky stones will help us later, for making steel.

Spoiler (click to show/hide)
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23rd Hematite

Such utter buffoonery!  One of the brewers told me we ran out of pots.  My word, can you imagine?  Disgraceful!  I sent the brewer packing with orders to make sure this never happens again.  How are we to outdo our predecessors if we haven’t enough barrels for the booze, eh?

I’ve also started work on m’new rooms.  I don’t think they are too ostentatious, but a dwarf must have his space.  I appreciate all the work these fine fellows are doing, by I’ve been cooped up with cave canaries for too long.  We came here to truly live the life of luxury, not sit in squalor.  I’ll put in some orders for proper furniture for the more suitable nobles quarters.  The rooms are being dug and smoothed, might as well have something worthwhile to put in the place!

5th Malachite

Banner Day!  It appears we have placed all the statues in the new dining hall!  What good news!  Now when Bailen throws another of those silly parties, I won’t have to hide m’beard in shame.

8th Malachite

Migrants have flocked to our home.  Nine of them, to be precise.  Unrelated, but important, I’ve put in for a batch of crossbows and some bone bolts to be made up.  We’ve some 45 able-bodied souls here, time to get some bolts ready in case those dirty gobbos so up.  We’ll show the what for, eh!

9th Malachite

Libash Morulurim, that chap from the Craftsdwarf guild, has gone funny in the head, and ran past me, shouting for logs and rock blocks.  Doesn’t seem to be much in the way of cut stones ‘round here, so I’ve asked the masons to look after that.  Wouldn’t want a case of distemper to take Libash the wrong way, now would we, journal?

16th Malachite

Ha!  Those elves aren’t so haughty now!  Just got word that one of the merchants has gone all mopey, another is taking of its’ clothes, the horse won’t move and the yak is thrashing around behind those walls.  Soon enough we’ll have plenty of cloth and a bit more drink.

We also cut up those blocks for Libash, so we’ll see what comes of all his raving.  Honestly, I appreciate a good turn of the mood as much as any properly bearded dwarf, but he did put on a bit much of a show for a proper sort of dwarf.

30th Malachite

Yet another achievement to put in our caps!  We found a third layer of cavern, and across the waters we found therein was the soft blue glint of adamantine.  I’ll have the masons carve in above where we can see the spire, to gauge the depth and circumference.  I don’t think we’ll be striking into it just yet.  I’ve heard strange tales of mysterious powers related to the blue stuff, so a good dose of caution will see us through, methinks.

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Oh, Libash made a fine wood flute.  All that raving for blocks, just to throw some cabochons on an instrument.  It can’t help the balance of the damned thing.  I suppose I’ll never understand the mind of the artisan.

Spoiler (click to show/hide)

10th Galena

Yee gods, we have no treasurer or trade minister!  I’ve given old Dully the role of Trade Minister.  Bailen is the new treasurer.  Gnorm is now the Work Boss.  I can’t help but feel they had these roles, but something in the paperwork went amiss.  I’ve also appointed some chap named Proto to head up our medical services, as they are.  Which brings up the slightly disturbing issue that we have no hospital to speak of.  I know I’m mostly down in the trenches, cutting stone and keeping up with the average dwarves, but you’d think the others would think of basic medical services.  Must I do everything m’self around here?

13th Galena

Dully has demanded some earrings.  I suppose I’ll try to see if the crafters cannot get some shipped up for the chap.  Maybe the stress is getting to him.   He did do a bang-up job while I was carving out tunnels, but the lad just hasn’t been himself since stepping down.  I’ll make sure we get his new quarters set up.  That should raise his spirits!

18th Galena

Some humans have come to trade!  I built up a new depot, but we had a slight issue with the remaining mad elves.  Seems the humans weren’t too sure if they were supposed to go to the new depot or try to get into the old one.  I set those tall, hairless fellows straight by having the guards deal with the elves and tearing up the old depot.
Autumn

4th Limestone

Well, I dare say the trading went quite well.  We shoved off loads of mugs and rather disgusting bone goods in exchange for a pile of food, some drink, loads of cloth, seeds and a few other odds and ends to pad our larders.  Since we have not found iron, I took the liberty of buying out their stock of iron anvils, and as much of their iron goods as possible.  We also bought some supplies for the hospital, which is under construction.  The humans seemed a bit nervous.  I had our broker assure them that we had no idea what caused the frail constitutions of those pointy-eared waifs to crack.  Seemed to help grease the skids of the trade talks.

3rd Sandstone

More migrants have come to bolster our numbers.  Things keep looking up, as we continue to dig down into the good solid rock here.

7th Sandstone

Seems old Dully is getting a bit vindictive.  One of his export orders got broken, and he had Jamandu go clobber Gnorm and two other dwarves.  Gnorm got a bit bruised from the whole ordeal.  I’ll have to have a word with Sir Dulhem about this.  While I approve of keeping the lads in check, corporal punishment seems more a military pursuit to me.

Spoiler (click to show/hide)

We’ve started work on clearing out some room for a magma works.  I want to make sure we give our craftsmen all the space they’ll need to get down to dwarving.  No sense in cutting corners on the metalworks, eh?

Spoiler (click to show/hide)
Spoiler (click to show/hide)

16th Sandstone

Just got a note from Gnorm.  He seems to have recovered admirably, and he’s demanding we make more bolts.  Good on that dwarf!  Always good for the peasants to know the nobles care about the safety of the common dwarf.

12th Timber

Ah, the dwarven caravan has come to our humble fortress!

19th Timber

After some hard bargaining, I am told we got damn near every piece of iron, steel, bronze or any other sort of weapons grade material possible out of the caravan.  This is good news, as our surveys are showing no sign or iron, much less tin.  We may have to rely on traded the silver and lead we seem to be finding everywhere in these stones.  Although I must say, my decision to have the clothiers turn all that elven cloth into clothing paid for large portion of the caravan.  We’ve got some good tailors here, salt of the earth and with nimble fingers!

20th Timber

Gods save me, now I am stuck talking to the trade liason from the Mountainhome.  This Iton Gidthurzas fellow is about as dull as pig tails in a swamp.  He wanted to know what we need.  Seems obvious to me, we need iron, by Armok!  I told him to bring just about anything of military value.

Winter

17th Moonstone

Out new nobles rooms are dug and smoothed, with the last bits of furniture either being constructed or waiting to be placed!  I also finished appointing my quarters, a nice small dining hall, a study, and nice room for m’self and Missus Grimmelsworth, once I find a dwarven lass suitable to carry on my clans tradition and the proud family name.

We have also completed our magma works, and a chute to drop ores through, from any level of the fortress!  I’m rather proud of this achievement.  A goodwill gesture to show the peasants that although manual labor is needed, we needn’t make things excessively hard on them.  Find the ore and drop it on down, I told them.  Let gravidity take the burden so we can get on to prizing our great works from the ores of this place.

Spoiler (click to show/hide)

21st Moonstone

The damn trade rep finally left, after far too much quibbling.  He kept following me around like some nanny, always wanting to have another conversation.  Honestly, m’journal, trade is dead simple, eh?  Bring us your goods, will give you some of ours, like decent dwarves, and everybody walks away  plump as helmets!  What a boorishly daft fellow.  I do hope he puts in a good word though, the thought of our humble fort raising to a Barony makes m’heart swell.

23rd Moonstone

Well, we were tested today, and Armok found our steel hard!  Or at least our bone bolts stiff.  A snatcher snuck into our fort, and in the ensuing fight, the beast killed our militia captain!  Enraged, the rest of our militia dispatched the vile beast.  In light of this unfortunate event, I have set aside room for a catacomb.  But the fact remains, we slaughtered the fool, despite the cost.  I’ll have a nice slab engraved for the chap who fell, so that his glory may live on.

Spoiler (click to show/hide)

25th Opal

It appears Gnorm is rather unlucky.  He took a bit of a beating in some of the fighting and is laying up in hospital.  Since he will be healing, I have given him an honorary title for the time, and appointed a new Manager, Minkot Borushnish.  I’m sure Gnorm will bounce back again.  Good dwarf, strong of spirit!

12th Obsidian

Despite our lack of iron, we forge ahead!  With the forges working and all the lead lying around, I have order our smiths to start working on lead crafts.  We might not have gold or iron, but we will make do with what we have and trade for the rest!

14th Obsidian

Our weaver, Kib Dakostisul, has taken funny in the head.  He claimed a clothier’s shop, but although we have plenty of cloth it appears to be of the wrong type.  I’ve ordered the caves opened, and bridge put in place.  We’ll try to gather some cave silk for the chap.

Spoiler (click to show/hide)

24th Obsidian

An ambush has made it inside the gates!  6 of the beasts charged in, and began to lay about the dwarves they could find.  We called up the militia, and by Armok did they show those goblins the wrath of Armok!  Not a single gobo survived!  Sazir, the Humpsman, had a brilliant show, taking out three of the ugly bastards.  In light of our skirmish victories, I’ve drawn up a list of notable kills our dwarves have put together:

Sarvesh Begtulon has bagged two gobbos, the inimitable Sazir “Humpsman” Ingishmadush has slain three gobbos, recruit Ingiz Lorbamzikel took one gobbo out, recruit Adil Rithzamdodok struck down two gobbos this year, Sir Griffin has slain one gobo and one of the pointy ears, and Sir Walnuts, our Hammerer has laid low two gobbos and the other mopey elf.  Well done, each of them!

31st Obsidian

Well m’journal, it has been a good year.  More migrants, only one death in the service of the glory of our fort, and considerable progress towards showing those incompetent buffons back home how to make a real dwarf fortress!  I’ve included some plans of the fort as it stands.  I think I’ll go back to digging and a bit of rest from the arduous work of leading this place.  I’ll let one of the other nobles take a turn leading our new home.

Here is our entrance.  Formerly the noble’s quarters, I got us into good solid rock, and now we have some stock rooms for trade goods and furniture.  For some reason I cannot fathom, no one wants to pick up the armor lying about outside.  The bridge links up to lever off the dining room, so we can lock down the fortress if the need arises.

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Below that we have some more farms, the kitchens, still and butchers, and the tanner and a food stock.  Never got around to moving those closer to the dining room.

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Next floor down we have the commoner’s rooms.  Not much to speak of as yet, but I hope we make them something a bit nicer in the future.

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Ah, here we have the workshops, stock, and the top of the drop pit.  Many of the stocks use some organizational system called Quatilium Storification, or some such.  Bailen told me she found a trick to just stack everything up into stacks, and I told her that was fine by me.  To lock off access, you can just lock the doors to any of the stockpiles.  For the drop chute in the far north, keep in mind to only have the top doors or the bottom doors unlocked at any given time.  Wouldn’t want those ores dropping onto the heads of our smiths, eh?  You can also add drop off points wherever you need to in order to make it easier to get the ore down to the forges!

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The next floor down holds my humble quarters, along with the rest of the nobility of our fine fortress.

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Below that we have the grand dining hall, and a lever room.  The levers all have notes attached to tell you which doors they control!

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Further down is the hospital, followed by the mausoleum.

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And finally, in the depths, we have the lavaworks.  We also put in a bar stockpile, to the west of the drop chute.  Do mind the drop chute carefully!

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One last thing.  Below even the lavaworks is the Adamantine spire.  We know of at least four levels of the thing.  I’ve carved out on of the topmost levels, and leave it to others to conduct the delicate work of striking that beautiful, dangerous metal.

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State of the Fortress:

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217
Y'know...

You could crush him, forbid the corpse, then flood his room with water, make a well, and in case of emergency, tell everyone to drink the cool-aid.  Then we have the first, to my knowledge, Masterwork Vampire fortress.

Silvergoose: Studded with pointy fangs and an insatiable thirst?

218
At least the fort is refusing to die.  Assuming the lowered population stabilizes...  for the 4th time?  5th time now? How many tantrum spirals have we made it through?  I mean, those crops will come up, and the fishponds alone should be enough for how few dwarves there are.  The real challenge will be rebuilding the population with all the sieges.

One option could be digging out a moat around the edge of the map, say 5 or 10 tiles in.  We could dig out the underground portions so that caves ins would make fast work of it when a break comes in sieges.  Then we could build trader tunnels, with airlocks, to try and get migrants and caravans into the fort from the edges.  May take a few years at the rate we are keeping dwarves.

Fun fact:  By my count, 150 dwarves have lived in Silvergoose.  That was the count when I started, plus my one migrant wave.  I don't think Jimboo has had any migrants.  19 remain.  We have an 87% mortality rate going!

   

219
DF Community Games & Stories / Re: The fortress of nobles succession fort
« on: December 29, 2013, 01:01:42 am »
Full update for the rest of the turn should come tomorrow.  I might put it across a few posts.  Lord Grimmelsworth talks a lot.

220
Did the giants leave?  If so, and you can find the dwarves to do it, you could build another atom smasher bridge setup to try and thin out the beak men in case another caravan somehow shows up.  But if you make it to summer, you will be rolling in food from all the farms.

As others have said, the walls will not burn.  It is worth noting that when I put in the catapults, I carved fortifications into the walls in front of them in order to shoot.  That will work anywhere on the walls, but if enemies get within sight range, the civilians will get spooked.

Am I still alive?

221
Since the turn is mine, I will sit out voting.  It's out of character for Grimmash to want to be noble, and he mostly despises nobles.  The best choice to Grimmash would be dorf that only cares for the position as a means of revenge.

Edit:  I assume I have until Autumn to decide?  So starting to play should not cause me to have to decide early?  I don't want to start it up before we decide who should be the face of Chamberdrums.

222
Erm, the wooden blts the marksdwarves have worked great for dark strangers and the orcs.  The just bounce off the giants.  What I meant was the marksmen were a suicide squad that server themselves to the Eldjotun without needing to move, not that they were effective in their current state.

Here is my epic poem relating the tale of the marksdwarvs of Silvergoose:

Of the Arrows ten became four
Then those four were no more
But less mouths to feed
Further lessened the need
To burn up the wood for more seed

223
My dwarf is a legendary 15+ prayer.  I'm still wondering how that went down.  I'm guessing he got tasked initially, and no one ever noticed.

Grimmash, in between prayer sessions:  "Lots of noise out there, but they told me to pray.  I guess if they really need me, someone will say something."

Years pass.

"Grimm, here's a fancy hat, your in charge now!"

"I'm not really sure that I should be leading this place.  Oh.  More than half of the people here are dead.  Alright then."

224
I'll pick up over the weekend.  I want to finish off the Noble fort, then get a story post up to fill in the missing time for Grimmashdorf here.  I also have a piece of real furniture that needs to be worked on this weekend.  I'm working on my carpenter skill in real life. 

Expect an actual update Sunday/Monday.

225
With the Eldjotun, you don't even need to charge the suicide squad!  Just ask the marksdwarves...  or their charred corpses.  If you can find them.

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