Fords

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Dorfs

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==All Races Playable Mod==1. Installation2. Embarking3. About the races1. InstallationDrag the raw folder into your main DF folder. This will cause the original creature_standard and entity_default files to be overwritten. This mod has not been tested for compatibility with other mods, but should work alongside any mod that doesn't itself change the creature_standard and entity_default files.2. EmbarkingWhen choosing where to embark in Fortress Mode, it is not immediately obvious which race you are embarking as. Go to the Neighbors tab, and the currently selected race will be first on the list. To switch race you need to go to the Civilization tab and choose another civilization; go between the two tabs until you find the race you want.3. About the races-DwarvesThese are the dwarves you know and love. They have access to steel, the strongest metal in the game (or is it?) and underground plants, but they require alcohol to get through the working day.-ElvesThe elves are very different from the other races. They do not mine, cut down trees, or farm; instead they rely entirely on herbalism. Elves can grow wooden logs from seeds at the Craftsman's Workshop, and use these for anything they need to build or craft. Elves can keep just about any animals as pets; make sure to bring some interesting ones when you embark. -HumansHumans are the race most similar to the dwarves, but they can't make steel and grow their plants above ground. They are also not dependant on alcohol, and a few wells will be enough to keep them happy and productive.-GoblinsGoblins do not need to eat or drink, so no food industry is necessary in a goblin pit. They know nothing about alloys, and can't produce anything but base metals. But they have access to evil animals, which include many ferocious monsters such as trolls and nightwings.