To use a race(s) (other then Dwarves) make sure you do not have the [PET] tag, as this will stop you from assigning labours (but not stop hauling) due to the "This creature is ready for slaughter (Y/N)" but you are still able to set them as soldiers and nobles, steps to follow:
Getting Started
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-Create New World (if you have one made already good)
-Start a new game in "Fortress Mode"
-Run DFusion
--Use "Embark" function (make sure you have edited the "races.txt" to your desire)
--Run DFusion again and use the "Friendship" function (the "races.txt" have to be edited as well)
-Now pick you place to embark and either use "Play Now" or "Custom" and enjoy.
---Optional (if a creature you have selected to come along is unintelligent use the "Tools" function in DFusion and in there use "Give Sentience" and type the creatures tag Ex. "TROLL")
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Now if you have no Idea on how Editing the "races.txt" files (there are three, one for "Embark", one for "Friendship", and one for "Migrants") in the DFusion folder open the "Plugins" folder there you should see a group of Folders three will be "Embark", "Friendship", and "Migrants". Inside these folders are the seperate "races.txt" but all three must be edited differently
Editing the Plugins (races.txt)
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Embark (races.txt)
-for every creature tag you will get one of those creatures with you (ex. from original "races.txt")
DWARF
DWARF
DWARF
ELF
HUMAN
GOBLIN
TROLL
this will have you start with [3x DWARFs] [1x Elf] [1x HUMAN] [1xGOBLIN] and [1x TROLL] but you can have as many as you want, just make sure the creature tags have their own line (just to look nice and avoid confusion and probally errors). Now I copied the creature I wanted in the raws and added a "D" to the end of its tag due to "Friendship" covering this later.
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Friendship (races.txt)
-You only need one of each creature tag that you want within your team of controlable creatures (ex. from original "races.txt")
DWARF
HUMAN
ELF
GOBLIN
TROLL
GREMLIN
ELEMENTMAN_IRON
Now these allow DFusion to find all creatures within the game and make them playable (in a sense, hostile creatures will still attack and act as normal, but due to them being "considered" your RACE they will demand burial. So not only when Goblins come to attack and you kill them all, but they will also be put in your coffins)
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Migrants (races.txt)
-This file goes by a random pick so if you have only two creature tags (DWARF and HUMAN) it will be a coin toss to see what race a migrant will be. So adding a large amount of one creature tag makes it more common (as it has a higher chance of being picked randomly) here is a example from the original (races.txt)
HUMAN
DWARF
ELF
ELF
DWARF
DWARF
DWARF
GOBLIN
HUMAN
DWARF
ELF
ELF
DWARF
DWARF
DWARF
GOBLIN
TROLL
So imagin a huge wheel with 17 segments with a tag in each segment, when "Migrants Arive" this spins, and when it lands on DWARF you get a dwarf, then it spins again landing on what ever fate demands until all migrants have come.
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Now to fully explain my above statement of copy-ing a creature is so that there is no way that creature is acually in the "World" and that you would never encounter it (thus allowing me to kills Elves but not bury them [because my elves are a different creature altho exacly the same.])
My Embark (races.txt)
GOLEM_IRON
GOLEM_IRON
GOLEM_IRON
GOLEM_IRON
GOLEM_IRON
GOLEM_IRON
GOLEM_IRON
GOLEM_IRON
GOLEM_STEEL
GOLEM_STEEL
DWARF
DWARF
DWARF
DWARF
DWARF
DWARF
DWARF
DWARF
DWARF
DWARF
My Friendship (races.txt)
DWARF
GOLEM_IRON
GOLEM_STEEL
HUMAN
My Migrants (races.txt)
DWARF
DWARF
DWARF
GOLEM_STEEL
DWARF
HUMAN
HUMAN
DWARF
DWARF
GOLEM_IRON
GOLEM_IRON
GOLEM_IRON
DWARF
DWARF
DWARF
HUMAN
DWARF
GOLEM_IRON
GOLEM_IRON
DWARF
GOLEM_STEEL
DWARF
DWARF
GOLEM_IRON
GOLEM_IRON
GOLEM_IRON
GOLEM_IRON
HUMAN
HUMAN
HUMAN
GOLEM_STEEL
and thats all I need
EDIT: if these instructions are a little hard to follow let me know and I will remedy this, and if you want I can add sections. I.E. TOOLS and CHANGE RACE
EDIT 2: proof-reading, added MIGRANTS, and updated my (races.txt)