Wolff
1921
They will only throw down into a pond/pit so you have to channel a hole in the room above. Each of the 8 sides can be an activity zone that tosses into the pit.
Still seems a bit borked.
I’m in my third year and they have yet to put enough water in to muddy the floor completely. Don’t know why the change was made really hard to get a farm going now and be self sufficient with food it seems.
Skorin
1922
Here’s what I did on my first fortress:

Levers are circled in green, floodgates are circled in blue. Basically I just tripped the first floodgate, filling the channel with water. Then, I closed the first floodgate, and opened the second, while the third (retracted in this picture) was closed. This flooded the farming area with 1-depth of water, which quickly evaporated into mud.
If you didn’t start with an (above-ground) river, you should probably dig until you find an underground one, or an underground cave system with a bunch of mud. There’s a seriously ridiculous amount of stuff underground now.
Why aren’t you being dwarfy and creating a water-filled tunnel and floodgates to fill your pond?
And yes, Quakebells! We need a decent MayDay build and we need some bizzare and foolish rules.
You could build an automated system with levers and pumps that would flood and then drain the farm.
Also, it seems that this may be a bug?
Edit: I vote that as a foolish rule we exile one man into the underground caverns each year, possibly with rules to allow him to come back if he does something sufficiently dwarfy.
Sending him past a floodgate with nothing more than a ring and a pickaxe, ordering him to excavate an exploratory tunnel until he comes across his fate.
Oh god, why do these migrants keep showing up? Don’t they realize I’m a terrible manager of fortresses? I don’t even know how I had someone manage something! They’re doing to die of thirst in the middle of winter I just know it.
Wolff
1928
well I know I can be all dwarfy and do that stuff - was just playing to mess around a bit, and didn’t really want to mess with two much job juggling since I don’t have therapist currently.
I’ve set up huge underground towercap farms in other versions using that method which included a drainage system.
Just a bit miffed on how such a basic thing as starting a plump helmet farm requires a bunch of complicated steps. That will seriously deter new players. It was hard enough when I was originally learning the game but if it now requires you to master job switching and mechanics just to make a viable fort that can survive the first winter…
Think about how Calistas would have written his tutorial if this was included in the older versions
To overcome the necessity of making muddy floors I dug out some farm rooms, and then dug a small tunnel to the nearest pond emptying it over the plots. It dried out fairly quickly and poof suddenly farmable land.
Easy for the experienced DFer I give you, but not too hard to add to a tutorial.
Well, I can make a tutorial that covers it I am sure. Haha.
And I’m in and fiddling now! Coolbeans!
I think we should seriously nut out some bizarre ideas for our new fortress. I think locking someone beyond a door with a small stockpile of food and drink and a pick is not a bad idea at all. Also, we need other ideas. Perhaps we want to build a giant obsidian pyramid to house Inod’s re-interred body in - of course ignoring her final wishes… Stuff like that.
Or we go for an above-ground tower … enormous and covered in spikes… Or both.
How about… an underground tower bristling in spikes?
Edit: If we go with a tower we’d need to plan space for the mandatory water and magma transportation throughout the tower, our dwarves need heated floors after all =P
Not bad, not bad. You didn’t say anything about magma though.
The magma we use to heat the floors could be used to form an above ground defensive magma curtain in cases of invasion? Easiest on the cpu cycles and planning if our above ground presence is small.
We could also use it at our entrances to the underground.
Granted that takes alot of planning and knowledge, we’re definitely going to end up flooding the basement with magma =O =D.
Edit: Does anyone else design their fortresses with a theme? My current one is a bridge spanning a grantedly shallow valley with the dwarves living in the support columns, mostly in the underground foundations that is. If it gets far enough along I may see about filling the valley with magma, though for practical purposes instead of a lava river it’d have to be a lava lake.
Also getting really annoyed with the disappearing letters bug.
Oh, and woah. My website traffic has gone from 1800 a day to 3600 hits yesterday. That’s all on the back of buzz about the new version and people looking for tutorials… any tutorial hehe.
Oh, perhaps we should try and live in a volcano’s caldera. And eeevil volcano.
I hear the volcano’s are actually volcano’s now, complete with a mountain/hill and everything! That is instead of the boring old magma filled hole. But I don’t think there’s much of a caldera to live in, granted we could live in the surrounding hill… with dare I say, scenic windows into the magma filled tuuuube.
Also congrats!
Yeah, I propose we could find a volcano and then build palatial rooms around the pit with glass windows to look on a lovely dwarfy view.
Alternately, we dig out a 30x30x30 pit (or bigger) and construct an enormous tower in it to live in… and until the construction begins live in hovels above ground. A tribute tower to Inod!
I’m in for another AAR. Gimme a week to get used to the new system though.
I don’t know if this is even possible to do, but, no corridors? Just rooms and stairs.
Prison fortress: One immigrant in every wave is a jailor. All others are vile prisoners, and must be kept behind locked doors. Under no circumstances are prisoners to be allowed alcohol or decent jobs.
I also like the idea of a giant underground pyramid, or sending explorers into the caverns. How dangerous are the caverns, anyway? It’s no fun if the explorers come back alive.
A good fortress is one that eventually falls apart horribly, so I’m in favor of something that either has a defined stopping point (the pyramid is done) or has rules that are certain to result in disaster.
lesslucid: that’s hardly very mad. :p