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Łukasz Jakowski

Age of History 3 - Mods Translations for Different Languages

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How to Add Translations for Different Languages to Your Mod

game/_FAQ/Translations_For_Your_Mod.txt

 

Each mod can have its own translation files!

#######################################
## Read: mods_steam_workshop.txt !
## 
## To create a new mod for submission to the Steam Workshop, first create a new folder for your mod within the 'mods' directory.
## Then, copy or recreate all the modified files into that folder!
##
## For example, if a file was originally located in game/ExampleFile.json, 
## it should be placed in mods/YourModName/game/ExampleFile.json in your mod's folder.
##
#####

You can add anything that needs to be translated to the translation files: events, buildings, 
technologies, units, legacies, laws, Civilization names, and more!

####

How to Add Translations for Different Languages to Your Mod

Go to Your Mod Folder:
mods/YourMod/
## Instead 'YourMod' use unique name for YourMod!!

Create a Languages Folder: Inside your mod folder, create a new folder called:
languages

The path for your translations will now be:
mods/YourMod/languages/

#####
Create the Default English Translation File: Inside the languages folder, create a file named:
Bundle.properties

So the full path will look like this:
mods/YourMod/languages/Bundle.properties

This file will serve as your default English translation.
Inside the file, add your translatable text as key-value pairs. Here’s an example for unit names:

###########################

SharkCat = Shark Cat
HomeCat = Home Cat
DadCat = Dad Cat

###########################

The text on the left side (before the =) is the key.
The text on the right side (after the =) is the translation.


####
Add Translations for Other Languages, Example: Polish
To add translations for another language, such as Polish, you’ll need to create a new file in the same languages folder.

All the game’s translation formats can be found in:

game/languages/
From this, you’ll find that Polish translations use '_pl' in the file name.
So, create a new file for Polish:

mods/YourMod/languages/Bundle_pl.properties

Inside this file, provide the Polish translations like this:

###########################

SharkCat = Kot Rekin
HomeCat = Domowy Kot
DadCat = Kot Tata

###########################

You're Done! Now your mod has both English and Polish translations.

For a complete example, check out:

modsExamples/NewUnits_PlusTranslations/

###########################

Do not add translations to the main game translation files!
game/languages/

Use mod-specific translations instead!
mods/YourMod/languages/

 

Example:

https://steamcommunity.com/sharedfiles/filedetails/?id=3348698884

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26 minutes ago, Iceman said:

If someone wants to modify something from the original translation files, for example civilization name, it works like this too?

Yes, if you include a key that already exists in the main translation, it will be overridden.

You can change the Civilization name or anything else.

Of course, all the changes you make should be added to: mods/YourMod/languages/

 

19 minutes ago, Redguy325 said:

So original deafult translation won't get overwritten by mods? You don't have to copy full translation from the original files to the mod?

The main translation file will not be overwritten. You don't have to copy full translation from the original files to the mod.

This is an additional translation file; you start with an empty file and add new translations.

11 minutes ago, neverger84 said:

To translate a civilization need to use civ ID or civ name as a translation key?

For Civilizations you use CivTag

CivTag = Translation

pol = Poland

 

And:

Do not add translations to the main game translation files!
game/languages/

Use mod-specific translations instead!
mods/YourMod/languages/

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Quote

 

54 minutes ago, Łukasz Jakowski said:

Yes, if you include a key that already exists in the main translation, it will be overridden.

You can change the Civilization name or anything else.

Of course, all the changes you make should be added to: mods/YourMod/languages/

 

The main translation file will not be overwritten. You don't have to copy full translation from the original files to the mod.

This is an additional translation file; you start with an empty file and add new translations.

For Civilizations you use CivTag

CivTag = Translation

pol = Poland

 

And:

Do not add translations to the main game translation files!
game/languages/

Use mod-specific translations instead!
mods/YourMod/languages/

for arabic, will the game support the writing style? since arabic is written right to left

 

38 minutes ago, OwnM3Z0 said:

for arabic, will the game support the writing style? since arabic is written right to left

It is like that

image.png.6419cafc4682f360f1567955f6987752.png


image.thumb.png.a90a98e77f513b1eb35b2570a0e3f999.png

image.thumb.png.b566be60a0fd760b20fe8ac6b7200ed6.png

image.thumb.png.10846730ab810808d09197dd812f658a.png

 

18 minutes ago, Łukasz Jakowski said:

It is like that

image.png.6419cafc4682f360f1567955f6987752.png


image.thumb.png.a90a98e77f513b1eb35b2570a0e3f999.png

image.thumb.png.b566be60a0fd760b20fe8ac6b7200ed6.png

image.thumb.png.10846730ab810808d09197dd812f658a.png

many of the letters are skewed and disconnected so they're unreadable, please fix it

 

 

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