Minor improvement: enlarge the world details by +1 row

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

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mordachai
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Joined: Fri Mar 06, 2015 4:55 pm

Minor improvement: enlarge the world details by +1 row

Post by mordachai »

Often I can't see what the % chance to colonize a neutral is because that appears just below the edge of the box (you can see at hint of the yellow text).
I think this happens when the world has resources + one more thing? Something that adds an extra row - and then the % success is pushed just below the margin.
mordachai
Posts: 800
Joined: Fri Mar 06, 2015 4:55 pm

Re: Minor improvement: enlarge the world details by +1 row

Post by mordachai »

I'm on 5120x1440 and I have the same cut-off issue. It's just hard-coded to use that same amount regardless.
I imagine you have trouble with the drop-down from above?
WiZz
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Joined: Wed Sep 28, 2011 1:28 pm
Location: Ukraine

Re: Minor improvement: enlarge the world details by +1 row

Post by WiZz »

Not really. If I remember correctly this is only noticeable UI issue for me.
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Radamanthe
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Location: FRANCE

Re: Minor improvement: enlarge the world details by +1 row

Post by Radamanthe »

Yes, happens frequently. When it happens, you can still see the % in the "Colonies" -> "New colonies" menu.
mordachai
Posts: 800
Joined: Fri Mar 06, 2015 4:55 pm

Re: Minor improvement: enlarge the world details by +1 row

Post by mordachai »

Radamanthe wrote: Wed Jun 01, 2022 10:38 pm Yes, happens frequently. When it happens, you can still see the % in the "Colonies" -> "New colonies" menu.
Good point. I use that too - but anyone stumbling into this thread may not know.

Would be nice to see this fixed in the main interface - but that's workable for sure :)
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