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Localization / Translations

Guides/Tutorials/Tools

Folder structure

\YourModName\ModuleData\Languages\
    std_module_strings_xml.xml
    LANGUAGE_FOLDER
        language_data.xml
        std_module_strings_xml.xml

Check Native: \Modules\Native\ModuleData\Languages

Where LANGUAGE_FOLDER - short code for the language:

BR
CNs
CNt
DE
FR
IT
JP
KO
PL
RU
SP
TR

language_data.xml example:
<?xml version="1.0" encoding="utf-8"?>
<LanguageData id="Français">
  <LanguageFile xml_path="FR/std_module_strings_xml.xml" />
</LanguageData>
std_module_strings_xml.xml example:
<?xml version="1.0" encoding="utf-8"?>
<base xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
    xmlns:xsd="http://www.w3.org/2001/XMLSchema" type="string">
    <tags>
        <tag language="Português (BR)" />
    </tags>
    <strings>
        <string id="LT001" text="LT_Educação carregada"/>
        <string id="LT002" text="LT_Education: Ocorreu um erro ao tentar carregar o mod em seu jogo atual."/>
        <string id="LT003" text="Você pode ler!"/>
    </strings>
</base>

HTML Tags

< > symbols will stop localization file to be loaded

Use &lt; &gt; instead in the localization files.
These 'codes' does not work in the game directly, use < > for the original English text.

Other symbols used in the localization files:

&amp; &quot;

List of character entity references in HTML

Translations support HTML tags:

&lt;b&gt;Fire Mangonel&lt;/b&gt;

New line:

{newline}

Prefabs

[NEED CONFIRMATION] It seems that localization not possible directly in the GUI/Prefabs/.xml files. All text strings should come translated from VM.