The ghosts are accumulating at a frightening rate; After torching both the human and dorf caravans (at the same time, no less) I am left with a violent marksdwarf ghost, who can't be slabbed, a murderous human ghost, whom I'm hoping will assault only other humans, just as the violent dingo man ghost only assaults other dingo people, and a howling human spirit. Who is hanging out right outside the mayor's room. I didn't like the mayor, anyway.
I can't make slabs for any of the ghosts, still. DFhack; I choose you!
The wolverine man I stuffed back in the cage has gone melancholy. Wonder what the hell his problem is.
Nothing, apparently. According to his thoughts he's perfectly content. Maybe hacking around with the game is weirding them all out.
[edit]
Well, I told myself I would design an efficient minecart system to haul stones to my masons' workshop area. Never happened. Instead, I designed a training area for my militia, based around the use of my necromancer-vampire-shaman. The room is a two-story tall chamber with a 1x3 viewing area for the necromancer (carved by the necromancer using her pick) The space immediately outside the viewing area widens to 9x in a conical shape, such that no part of the room cannot be seen from her position.
It was a complete success in one sense; the necromancer successfully raises the dead from behind the fortifications, and doesn't do so TOO rapidly, probably because she's ridiculously slow. However, there are some serious flaws; the undead are as ridiculously lucky as it is possible to be, and many of their attacks are directed at their opponent's head, so already two soldiers and a war grizzly bear have been killed. When this occurs I of course station the necromancer back upstairs where she can't raise any more corpses and clean out the training area, to keep the population low. I don't want a zombie apocalypse starting with my militia, so I've been careful; other than the 3 squads of melee troops in the room, adn the fact my necromancer is still legally a member of the civ and follows her station orders well enoguh so far, the exit is controlled via drawbridge, behind which is a winding hallway full of cage traps, and later weapon traps. I have also mined a walkway out behind the walls on the second story, with fortifications on the inner walls such that the three marksdwarf squads can also practice on the undead, or mop up in the event shit hits the fan and the 30 melee troops all end up moaning for brains. Hopefully notihng will ever make it out of there.
Currently, a few of the recruits are a bit unhappy after witnessing the deaths of their comrades, but hopefully this form of training will in the end yield consistently highly-trained and hardened murder machines, without putting the entire fortress at risk of dying in a horrible tantrum spiral when the first nasty siege shows up and the soldiers witness death for the first time, lose some of their friends and loved ones, and then go berserk in the dining room wearing their full steel plate armor and battle axes. Casualties are expected, and indeed part of the training process, but hopefully they remain at a minimum anyways because I don't want 90% of the troops that go in there heading to the catacombs immediately afterwards. I need 30 trained warriors, not 30 fewer free coffins.
Also, the wombat woman gave birth recently. This raises my hopes a bit for the wolverine people as well, but unfortunately, just like the dingo people, they will not be breeding any more after their current pregnancies come to term because they are now members of the fortress and thus must be married. And there's only 2 wombat people, male and female, and the only wolverine man has gone insane, leaving the only woman with no possible marriage partners.
The second wolverine woman reverted to a wild state and went nuts on us; after beating up a mechanic, and running around like a headless chicken for a while, she attacked and tore apart one of the wyvern welps, then got eaten alive by a war grizzly bear.