I can just smell the adamantine ballista bolts........
As I learned from Bellwaxed, long ago, adamantine ballista bolts are essentially useless. They bounce harmlessly off even totally unarmored enemies.
Guess I'll use the steel for them then. There's nowhere to put a new siege battery at present, but if the undead ever go away we could extend the walls. Or we can use them to fight the clown car later.
I think if we buff our fortress nice and shiney then we can try becoming the capital and let the royal entourage take the undead out for us (or get eaten, in which case we'll have already collapsed our civilisation even BEFORE releasing The Duck).
No update until I get back from my field work and move from uni back to my house on....tuesday! (New Zealand time)....at which point I'll do another season and update on progress.....
The fort basically has 3 problems:
1. The undead outside cause a billion job cancellations, which also obscures actual "Crap, send out the military and forbid body/death items again" announcements.
2. I think it's actually physically impossible to secure this place against incursions from the caverns without ripping out several of the main stairwells and rebuilding them. While the marksdwarves can handle nearly anything that comes through, random dwarves on their way to....do something, somewhere I still haven't found yet.......can't really handle things quite that well.
3. Until recently, we had basically no traps over large areas of the fortress (I noticed some cage traps in the caverns left behind by DuckThatQuacks [I think], but that's about it). I'm still working on this though.....using a lot of goblinite/dead trader debris to load some of the weapons traps so we're not 100% reliant on buzzsaws (for all we still have over 250 of JUST the copper ones). I'm not using cage traps at present but I may introduce some more of them to handle things we could do with keeping rather than smearing across the walls.
(BTW: When/if we fall, our only survivor is looking to be the beserk vampire.)