Ok. My Steam is in French, so maybe the words won’t be exactly the same.
The workshop is accessible this way:
Library/Ancient Cities
“Community Hub”
Workshop
“Browse”/Items
Another way is you go to your name in the upper, upper bar in Steam, where your pseudo is written, then choosing “Content” / “Workshop Items”
There you’ll see all your workshop content for every game. If your mod made it to the Workshop, you should be able to see it there.
And with the 2nd way I detailed above?
I’m suspecting your mod could already be in, but hidden by the visibility being “private”.
(as I’m not sure if that’s even hidden from you in such a case).
Hmmm, I’m not sure what you mean.
Which dashes are you speaking about?
It suddenly came back in my memory I had issues when trying to name the mod. My first desire was calling it “Carnac” for instance, and it worked only with “Français”, which is the language name. But in the same time I was fighting another fight, with the folders structure, so it could (or could not) be that…
Once I make a mod, how can I make it available for everyone else?
I was unsure if I should upload using the upload button as nothing is supposed to be public.
Almost finished the basic of the PT-BR translations.
A tip for ALL translators: use other programs to edit the flies. I was using notepad++ and it gave me "nul"s that, if replaced, they were compromising the files. Had to retranslet a lot to discover this bug xD. Using the visual studio code right now and, no errors yet =)
I guess there are technical reasons for UCS-2 Little Endian encoding?
I really wonder, as for translators that’s realy hindering our work. We can’t use FreeCommander to look for information, nor WinMerge to spot changes betwen older and newest builds.
So I end up converting the files in my fake Catalan mod into UTF-8 to have them working, but this makes the work far longer and tricky.