Hello there,
you do not need to be a programmer, but you do need a lot of patience. In my honest opinion, that is not even a translation system, it is just a kind of dictionary that you have to develop and create yourself. Let's give a few examples, and you can decide if it is worth it or not:
To start off, the way your translation starts is always with the first string being the language name. So, for example, my file starts as:
Srpski [=]
It is very important that you have a space, a left bracket, the equals sign, a right bracket, and another space at the end of each string.
The rest of the file follows a similar structure which is described in the Official translation documentation.
For example, let's describe a few static strings:
left hand [=] Leva ruka
right hand [=] desna ruka
You have to stop a second to try to cool off... [=] Morate da se zaustavite na trenutak i ohladite se...
From this, you should be able to follow and deduce where your translations should come.
Dynamic strings are only a little bit more complicated. For instance:
play as %1 [=] Igraj kao %1
%1 will be replaced by whichever character name is playing the game. You can have more format strings, such as %2, %3, depending on a given original output. You can of course swap them around in your translation in case the grammar of your language prefers a different order.
The only other thing that you have to worry about is dynamic strings which have to be translated back into your language. For example:
You just gave %1 %2 %t3! [=] Upravo ste dali igracu %1 %2 %3!
This might be confusing at first. %1 will be replaced by the player name we gave an item to, so nothing strange there. %2 will be replaced by the amount of that item we gave, for example 3. %t3 is the new element: It tells the engine that it is a dynamic element, but that it should be translated and processed in your dictionary. For example, if we gave an apple, and said %3 here instead of %t3, the word apple would be spoken in English. However, if you have translated apple before, and used %t3 correctly here, then it would use your translation. Note that in the translated string you still use %3.
The main disadvantage is that you have to figure all of this out on your own. There isn't a predetermined list of strings that you get and just translate, you make the dictionary yourself.
The best part of this system is how the interface itself works. It is very nice and intuitive to upload your data, add any collaborators who will help you, update the data and upload it for all players, and so on. In other words, in my view, the interface of the system is perfect, and it is very well imagined, but the system itself is horrible.
There are a couple of more advanced topics, but those were being developed at the time when I was translating and weren't very well documented, such as regular expressions. I later gave up trying to fit everything together, and so maybe these topics have a much better documentation. The community of the game is very helpful, so you can ask in the chat about anything and receive a response.
Hopefully that helps you, and good luck with the translation.