Overview
"Localization" is the process of translating the language content of a game and then displaying that content in the proper language in other markets, also referred to as "locales."
To make this process possible, all the text in the game exists in a database, allowing it to be swapped out for the appropriate translated text. When you first create a mod, a new language database is created for you that stores all the text elements of your mod.
The Localization Editor is the part of the Age of Empires IV Content Editor you use to edit that text.
This guide covers what the Localization Editor does, its various features, and how to use it.
Opening the Localization Editor
To access the Localization editor, make sure you have the Content Editor open.
Then, go to the Asset Explorer, locate your locdb folder and Double-Click it.
This will open a new pane in the editor's main window that shows the contents of the database.
By default the Localization Editor it will resemble the example below:
Using this interface, you can begin editing the text for your mod to localize it in a desired language.
Creating New Strings
To add a new string to this localization database, Double-Click on the last empty line in the database.
This will assign a new ID to the string and allow you to enter text directly in the English field.
Once you hit ENTER the string will be created.
Click Save to save your changes change.
Duplicating an Existing String
Another way to create a new string by duplicating an existing one.
To duplicate a string, select the string you wish to duplicate and, Right Click it and select Duplicate
(or press Ctrl + D)
This will create a string that possesses the following traits:
- A new ID
- The same English (or other base language) content as the original string
- The same tags and custom metadata as the original string
- Is set to the first Pipeline Stage
- Empty translations if foreign languages are set up
You can then edit the string like any other string. See details below.
This is mostly useful if you use extensive metadata.
Simple In-Line Edits
To make quick changes to a localization string, Double Click on the text of the string and make the edits immediately in-line.
Press Return then Save to commit your changes.
You can cut, copy, and paste text out of or into the string as you would in a simple text editor.
Using Bulk Edit
With strings that contain longer text, it is often easier to work with them in a special dialog called "Bulk Edit".
This is is called doing a Bulk Edit and allows you to make edits to multiple strings, but can also be used to edit individual strings.
To make a Bulk Edit, Right Click on the string you want to work with and select Edit...
This will open the Bulk Edit window that resembles the window below.
Then, Left Click on the checkbox next to "English," which will allow you to edit the text in the large box. This box accommodates word wrap, making editing long strings easier.
Click OK to commit your changes. Line breaks will automatically be added to the line in the database.
then Save your work.
Spell Check
The editor has a built-in spell check. Just choose Localization > Spell Check in the menu.
This will result in a list of possible typos or unknown words in the bottom pane of the editor.
Clicking on a word there will adjust the list view so the relevant string is on screen.
Right-clicking allows you to replace with any suggestions from the spell check or add the word to your dictionary.
Your dictionary is saved as part of your .locdb file.
Showing Metadata Columns
If you need to see other information about your lines for example Notes or Translation in other languages, then you will want to show the Metadata columns that you need.
Right click on an existing column header to see a list of all existing metadata columns. Just select the one(s) you want to see.
The Search Bar
You can search for and filter data using the Search Bar at the top of the localization editor window.
Depending on your editor and screen setup, you may not immediately see all these options if the window is currently too narrow.
To see any hidden options, you can either widen the window or click on the Caret at the right side of the bar to show all other parts of the bar in the context menu format.
Simple Text Search/Filter
At the left of the bar is a Text Search field.
By default, entering text here will cause the view of the database to filter down to any string that contains what you type in any language or metadata field.
Immediately to the right of the search field are toggles for the following functions:
Matches Case (so "match" would not include "Match" or "MATCHING")
Matches whole word (so "match" would not include "matching" or "matched")
Uses regular expressions
Unless you have a large amount of text in your mod, this search functionality should be enough for meeting your needs.
Working with Translations
By default, your Mod will only be available in the language you choose at creation, which is English by default.
The Localization tool allows you to support other languages if you have access to translations. A language must be supported by Age of Empires IV in the first place for your mod to use that language.
To see the game and your mod in a different language, you must set that language in the store (Steam/XBox) tied to your copy of Age of Empires IV.
Supported Languages
The languages listed below are currently supported by Age of Empires IV.
The Internal Name below must appear in either the Name or Engine Name column in the tool's list of locales.
Language |
Internal Name |
---|---|
English | en |
Chinese (Simplified) | zh-Hans |
Chinese (Traditional) | zh-Hant |
French | fr |
German | de |
Italian | it |
Japanese | ja |
Korean | ko |
Malay | ms |
Portuguese (Brazil) | pt-BR |
Russian | ru |
Spanish (Latin America) | es-419 |
Spanish (Spain) | es |
Turkish | tr |
Vietnamese | vi |
Setting Up Your Database for Translations
To support multiple languages, you need to enable two advanced features of the localization editor:
- Locales: the languages you want to support
- Pipeline: a set of steps that help you track translations
Setting Up Locales
To set up a new locale (language for translation), follow the steps below:
- Open the Locales tab on the left side of the Localization Editor window.
- Double-Click in an empty line under Display Name to bring up the New Locale interface.
- In the Name field, enter the language code used by the game (see language list, above).
- In the Display Name field, enter the plain language name for the language.
- Press OK
- Press Enter (as you will have the display name selected when you get back to the list)
- Save your mod.
To check you performed the steps correctly, you should see a second .csv file for that new language appear in your Asset Explorer.
Afterwards, you can return to the main display of the localization editor by pressing the abc button to the left of the Render View.
In addition, if you Right Click on the header to see the list of columns, you will notice a new entry has been added for your new locale.
If you check the language in this menu you will display its data, which currently exists as empty cells.
In-Line Editing
By default, the editor does not allow you to directly edit translations.
If you are doing your own translations or simply need to make a change to one or two strings, you can make In-Line edits.
To make In-Line edits, follow the steps below:
- Navigate to Tools > Settings... and then find Localization Settings.
- Once in Localization Settings, set the Edit Translations slider to On.
- Once this setting is switched to On, you can edit text in translated languages just as you would in English by Double Clicking a line. or by using the Bulk Edit window.
- Once you are done making your edits, remember to Save your changes.