- Joined
- May 12, 2018
- Messages
- 147
Hello everyone,
I've confirmed that in general, individual maps can be localized by embedding a WTS file for each language directly into the map.
However, I would like to know whether a similar localization method — editing only the string data — is also possible for custom campaigns.
If so, I’d appreciate a detailed explanation of how that process works.
My campaign includes a large number of custom objects and abilities, and I've written descriptions for their functions in English.
But if the only way to achieve fully localized translation for them is to create entirely separate versions of the campaign file for each language, then the workload would effectively double with every update.
This is something I would very much prefer to avoid, if possible.
I've confirmed that in general, individual maps can be localized by embedding a WTS file for each language directly into the map.
However, I would like to know whether a similar localization method — editing only the string data — is also possible for custom campaigns.
If so, I’d appreciate a detailed explanation of how that process works.
My campaign includes a large number of custom objects and abilities, and I've written descriptions for their functions in English.
But if the only way to achieve fully localized translation for them is to create entirely separate versions of the campaign file for each language, then the workload would effectively double with every update.
This is something I would very much prefer to avoid, if possible.