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lodilefty
Posts: 7616
Joined: Sat Aug 11, 2007 3:27 pm
Location: Finger Lakes, NY GMT -5 US Eastern

LocalStrings modding

Fri Jan 16, 2009 5:52 pm

One of the challenges in the games is the LocalStrings files in settings.

Modding them requires care. Adding new strings can get wiped out by a new version, or you have to go back in and add your strings again..

Pocus has informed me that there can be any number of LocalStrings files, and the only negative is that more files means slower initial game loading.

Rules [as I understand them ;) ]

  • All must be the 'semicolon delimited csv file' format
  • All filenames must start with LocalStrings text
  • They are then read in [color="Red"]reverse alphabetical order [/color]


Your file must still adhere to the format of LocalStrings, including adherence to the two main sections:

// SOURCE ID - DO NOT TRANSLATE; [color="Red"]section for "in-code" game use[/color]

// GAMESTRINGS;;;;;; [color="red"]section for events, options, unit/model names etc..[/color].


Example:

In WIA, there is
LocalStrings__AGE.csv [note that there are two "_"in the file name. This file gets read first somehow :confused: ]
LocalStrings_WIA.csv

If I add
LocalStrings_aWIA.csv, it will be read after LocalStrings_WIA.csv, allowing me to supercede any text there!

Of course, any unique text will be read from any LocalStrings file that you put there..

So if you find "Mud" to be inappropriate, you can create a new file, copy the "Mud" line and rename it to "Burnside's Weather" ;)

I'm sure Pocus will correct my errors of omision or comission here :blink:
Always ask yourself: "Am I part of the Solution?" If you aren't, then you are part of the Problem!
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User avatar
Hobbes
Posts: 4438
Joined: Sat Mar 11, 2006 12:18 am
Location: UK

Fri Jan 16, 2009 6:02 pm

lodilefty wrote:One of the challenges in the games is the LocalStrings files in settings.

Modding them requires care. Adding new strings can get wiped out by a new version, or you have to go back in and add your strings again..

Pocus has informed me that there can be any number of LocalStrings files, and the only negative is that more files means slower initial game loading.

Rules [as I understand them ;) ]

  • All must be the 'semicolon delimited csv file' format
  • All filenames must start with LocalStrings text
  • They are then read in [color="Red"]reverse alphabetical order [/color]

Your file must still adhere to the format of LocalStrings, including adherence to the two main sections:



Example:

In WIA, there is
LocalStrings__AGE.csv [note that there are two "_"in the file name. This file gets read first somehow :confused: ]
LocalStrings_WIA.csv

If I add
LocalStriings_aWIA.csv, it will be read after LocalStrings_WIA.csv, allowing me to supercede any text there!

Of course, any unique text will be read from any LocalStrings file that you put there..

So if you find "Mud" to be inappropriate, you can create a new file, copy the "Mud" line and rename it to "Burnside's Weather" ;)

I'm sure Pocus will correct my errors of omision or comission here :blink:


Oh groovy baby! I can change rainy then :)

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Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Fri Jan 16, 2009 6:22 pm

Well, I spot one: if you use Localstriing instead of Localstring as a filename, I'm pretty sure you won't achieve much ;)

that said, keep us the great detective work Steve!
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
lodilefty
Posts: 7616
Joined: Sat Aug 11, 2007 3:27 pm
Location: Finger Lakes, NY GMT -5 US Eastern

Fri Jan 16, 2009 10:09 pm

Pocus wrote:Well, I spot one: if you use Localstriing instead of Localstring as a filename, I'm pretty sure you won't achieve much ;)



I have no idea what you are talking about :siffle:
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