Łukasz Jakowski 13,395 Posted October 24, 2024 game/_FAQ/Translations_For_Your_Mod.txt You don't need to copy anything from the main translation files; start with an empty file! You can overwrite keys from the game's translation as needed. ####################################### ## 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/ Outlawexperience, Fire Quickly, Dule22 and 1 other 4 Quote Share this post Link to post Share on other sites More sharing options...
YouravaragebrazilianAoCfan 293 Posted October 24, 2024 (edited) Doesnt work Edit:It does work but not with civilizations Edited October 24, 2024 by YouravaragebrazilianAoCfan S_Kirov 1 Quote Share this post Link to post Share on other sites More sharing options...
Łukasz Jakowski 13,395 Posted October 24, 2024 Civilization names are located in the same files, not in a separate civilization file. mods/YourMod/languages/Bundle.properties YouravaragebrazilianAoCfan, Dule22, Fire Quickly and 1 other 1 3 Quote Share this post Link to post Share on other sites More sharing options...
Harm716 1 Posted October 25, 2024 20 hours ago, Łukasz Jakowski said: Civilization names are located in the same files, not in a separate civilization file. mods/YourMod/languages/Bundle.properties Followed this step exactly, doesn't seem to work for updating names for ideologies of civs. Here's my Bundle.properties for reference: Quote pol_f = Fourth Polish Republic ser_m = Kingdom of Serbia Going ingame, Poland is still just Poland, same with Serbia, even though I've set up the ideologies beforehand in a new scenario. Łukasz Jakowski 1 Quote Share this post Link to post Share on other sites More sharing options...
Łukasz Jakowski 13,395 Posted October 25, 2024 22 minutes ago, Harm716 said: Followed this step exactly, doesn't seem to work for updating names for ideologies of civs. Here's my Bundle.properties for reference: Going ingame, Poland is still just Poland, same with Serbia, even though I've set up the ideologies beforehand in a new scenario. I have changed the code and now works. Will be in the next update Dule22 1 Quote Share this post Link to post Share on other sites More sharing options...
Greyeon 7 Posted October 25, 2024 22 hours ago, Łukasz Jakowski said: ####################################### ## 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/ so, if I want to tranlate the UI to Chinese, this translation "Bundle_cn_sp.properties" it path is "mods/YourMod/languages/Bundle_cn_sp.properties" 21 hours ago, Łukasz Jakowski said: Civilization names are located in the same files, not in a separate civilization file. mods/YourMod/languages/Bundle.properties if i want to tranlate the Civilization names to Chinese, this translation "Bundle_cn_sp.properties" it path is "mods/YourMod/languages/Bundle_cn_sp.properties", too They are conflicted.Please deal with it. (I found that there is only one language LoadMod method,please add new method and new paths like "language/civilizations" and "language/loading" ) Quote Share this post Link to post Share on other sites More sharing options...
Łukasz Jakowski 13,395 Posted October 25, 2024 It will work now with the latest update. There is only one file for all translations(Game translations, Civilizations, Loading texts): mods/YourMod/languages/Bundle.properties Dule22 1 Quote Share this post Link to post Share on other sites More sharing options...
Guest Posted November 3, 2024 How do I translate events? Quote Share this post Link to post Share on other sites More sharing options...
Łukasz Jakowski 13,395 Posted November 3, 2024 in the same way Joaoj and Dule22 2 Quote Share this post Link to post Share on other sites More sharing options...
Mirolit 185 Posted November 4, 2024 (edited) Will it be possible to translate loading screens? This wasn't a thing in AoH2 (except for the direct replacement of the text in the main file), and it seems to be that it isn't possible in AoH3, too for now. Edited November 4, 2024 by Mirolit Quote Share this post Link to post Share on other sites More sharing options...
justiamtgm 23 Posted November 4, 2024 3 hours ago, Mirolit said: Will it be possible to translate loading screens? This wasn't a thing in AoH2 (except for the direct replacement of the text in the main file), and it seems to be that it isn't possible in AoH3, too for now. As I know, Lukasz is not going to do anything with these "untranslatable" parts of the game Quote Share this post Link to post Share on other sites More sharing options...
Iceman 295 Posted November 4, 2024 (edited) 15 hours ago, Mirolit said: Will it be possible to translate loading screens? It's already possible to translate the loading screens. All is necessary is to put the translation keys in "mods/YourMod/languages/Bundle.properties", no loading folder. # Loading Text L0 = Text here L1 = Text here L2 = Text here L3 = Text here L4 = Text here L5 = Text here L6 = Text here L7 = Text here L8 = Text here L9 = Text here L10 = Text here L11 = Text here L12 = Text here L13 = Text here L14 = Text here L15 = Text here Edited November 5, 2024 by Iceman "NumOfTexts" isn't necessary Quote Share this post Link to post Share on other sites More sharing options...