So, UTG, the good news is... you get a turn and a half. And apparently the plump helmet crop is ripe for harvest.
You know the bad news!
I leave it up to UTG whether you want to continue this fort, or re-wind to the end of Chaosgear's turn and start over. Basically we were over confident about our abilities to colonize the caverns at this stage (with no weapons, armor, or ore to speak of). If you continue from my save, the advantage is I've found the malachite ore and have designated stairs down to the magma so you will be able to get forges going pretty quick (once you assign the survivors to mining LOL!). The fort is still insecure, so you're going to want to re-architect the upper fort. I was about to add more z-levels to the walls sealing off the lower fort in case of fliers, but didn't get around to it (notice the up-stair near the south wall in the screenshot -- that was going to be the start of a scaffold).
If you re-start from chaosgear's save, I would just wall off the rampway to the caverns entirely (yes, sacrificing access to the wonderful reservoir for now) and play a more conservative game. Cage traps everywhere for zombies. And given the frequency of re-animations, I'd build a bigger refuse pile underground rather then let anything sit on the surface.
My save will be up soon in case anybody wants to read those combat logs and despair.