Ah, ok.. sorry. Now I know where the problem is.
There are two types of zip-distributions. "map" zips and "mod" zips. Mods are game-global and will be loaded when dungeons starts. Maps are loaded when a map start.
Most things you can do in a "per-map" basis. But some won't work, for example the localization system is initialized when the game starts and not refreshed on map start so changes to localization must be in a "mod". (Actually.. when writing it like this it doesn't make too much sense, as many text ids are only used in a single map. However, you have to think how we do translations here usually: Create one big file then ship it to some professional and get the translation back. Thinking it this way it makes more sense to have the localization "global").
Anyway, since you can add maps to a "mod" zip. So you have to juggle your files a bit around:
Make a subdirectory in mods/ subfolder named after anything you like to name your mod. There, create the "localization/" subdirectory and put the csv in there.
Once you are finished with your map, you can move the directory from your maps/ folder into a maps/ folder within your mod-folder.
So lets assume you name your map "exampleQuest" and the mod "exampleTranslationWithQuest", then the directory structure within your "mods" directory is like this:
This is also the directory struction within the zip file if you package the map later.
Hope it helps, Imi.
Lemme see whether I finish the "add localization" feature to the editor later. It's half-implemented by now (only reading, no writing).