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Age of History 3
Łukasz Jakowski

How to Add Translations for Different Languages to Your Mod

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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/

 

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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.

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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

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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" 

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Guest

How do I translate events?

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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 by Mirolit

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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

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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 by Iceman
"NumOfTexts" isn't necessary

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