So......I just gave up
No.
Just, No
NoNoNoNoNoNoNO!
Never give up on dwarf fortress, no matter how !!FUN!! it's giving you. It took me at least fifteen forts to even figure out how to farm with nearly no efficiency.
some tips:
do not embark on an aquifer if you're a beginner. This will stop you from attaining virtually all dwarfy things.
I mean ALL. no ores, no magma and NO CANDY. And -*shudder*- no stone...
Avoid EVIL (pink/purple on embark map). these will give you too much !!FUN!!
get plenty of pets at embark. I prefer turkeys for their eggs and meat. once embarked, dig into some (undwarfy) dirt, and set aside a number of 5X5 rooms for farms. Pasture [(i), enter, set size, enter, n, N, enter all grazers (
http://dwarffortresswiki.org/index.php/DF2014:Grazer)]a 30X30 grassy area outside
Order your craftsdwarf to make ten or so nestboxes, and put them in ONE 5X5 room. when a egglayer goes over a nestbox, hit (t) and (f)orbid the eggs so that the eggs are not taken by the dwarves but will instead hatch.
after eggs hatch, always have one hen with forbidden eggs in case something happens to the rest of your stock. Don't forget the turkey gobbler. without one (wild ones DO work) the eggs will be infertile and will not hatch.
in the other 5X5 dirt rooms, hit (b)uilding, (p)lot, shift-u and shift-k until plot fills the 5X5 room. Then once that has been built, (q)uery over to the farm, hit (a), +/- until you get plump helmets highlighted, and hit enter. do the same for (b)summer, (c)autumn and (d)winter
There is NO REASON to have crops (z)fallow
PROTIP: bring a proficient farmer at embark, crops planted by him will yield more than if they were planted by a novice.
also, how have you been trying to catch animals, I usually have 1X1 food stockpiles surrounded by cage traps ((b)(T)(c)) which need a mechanism and a cage. (set carpenter for cages, and mechanics for mechanisms. Both are 3X3 workshops and have skills called "carpentry" and "mechanics") and just set them EVERYWHERE. enough is never enough in an earlier fort.
When you breach a cavern, wall ((b)(C)(w)) it off, find the caverns ground level, and designate a dig of a long and windy path filled with cage traps. now you can breach a cavern safely. any cavern animal trying to path into your fortress gets put in a cage. some of these are good training for your animal trainer/butcher, some are good for military training, and some are good for setting loose on invaders. (cave dragon versus a goblin siege)
For your fort, have a main entrance, whatever size you want (but always 1 wide OR 1 long), now (b)uild a (g)bridge, and set it to (w/x if the bridge goes east/west, and a/d if bridge is north/south. then (b)uild a (T)rap (l)ever in your meeting hall. then (q)uery, (a)dd, link to (b)ridge and then select your main entrance bridge. now build another long, windy trap corridor leading from an easy-to-defend area of your fort to the outside. you get the gist
once those farms have produced enough plump helmets, have a still running 24/7
This should get you a lot of animals very quickly. once you learn how to strip caged prisoners, you can get some safe military training and some human/elf/human-ite. to train animals, make sure you have someone with the animal training labor assigned. then go into the (z) screen, scroll to acaptured animal, hit (t)rain, and select a trainer.
PROTIP, only have one or two animal trainers going at once, and have them assigned no other labors, not even hauling. you wouldnt want you hard-caught war-trained elephant forgetting it's training at it's owners birthday party now would you?
these tips should get a basic fort running, and feel free to ask me (PM or post) for any more advice, I'm happy to help and i'm sure others are too