Basically, it's more complicated because we're all spoiled looking for cave rivers and magma vents and stuff and not knowing how to survive if we can't find every last bit of feature.
Here's the best way to survive- generate a world and find a mountain tile on the region area that also contains a forest biome or anything else with a shitload of trees, other vegetation, and shrubs and so forth.
Bring a Proficient Herbalist/Proficient Grower, and a Proficient Grower/Competant Brewer/Cook. Now, gather the shrubs. Use the plants you get to brew to get seeds. Plant the seeds in the forest biome (not the mountain, or it won't grow AFAIK) and harvest the plants you get. Brew said plants, and cook the excess alcohol into food.
It's almost impossible to starve if you have a good still operation going.
Also, make sure the place you go to has some kind of soil. Even clay loam works. Burrow a layer into the ground or find a hill and make an indoor farm plot (if it's outdoor they won't grow) for your plump helmets. That's for extra alcohol and alcohol biscuits.
If you really want to get complicated, Quarry Bushes->Leaves->Flour->Cooked Flour make for a ton of food too, although it won't produce alcohol.
Also, make sure you bring about 40 alcohol and 40 meat (this is about 160 points at 2/item.) in the initial journey. It's cheaper to grow your own plump helmets than bring them (1 point and a few months underground vs 4 points), but you'll need something inexpensive to keep your dwarves fed until you get your alcohol biscuit farms going.
That should give you long enough to set up an operation before you have to farm. I think Dwarves eat and drink more in this version, because I've noticed my food stocks going down more often, but it also appears I'm getting more from farming than I did before. Outside crops are really convenient too, and you don't even need irrigation if you choose a good map.
[ November 26, 2007: Message edited by: RubberDuckofDoom ]