Mumbles: Err???
I will have to look into that! Did I post the wrong files???
Edit: No, I had the right files. However, I did forget to include the updated Modinfo file.
I was unable to get the results you did, however. BTW, Space Yards tech is only a prerequisite of higher level SY facilities/components. The facilities/components/crew areas are actually researched in the Ship Construction tech area. The theory being that by researching Ship Construction, you research ways to construct them
faster instead of
bigger (although it does kind of make sense that the SYs should have SYtech as the primary research field...

). I suppose I could increase SYtech to 9 levels, and make each level of SYfacilities/components require both SY
and Ship construction of the appropriate level...
But I'm actually toying with a radical departure from the standard SYs model. It involves moving most major Ship Construction abilities to orbital bases. I'm not sure if I really want to depart that far from the default game with this mod, though. Thus, I'm still just toying with it...
However, research into Planetary Engineering remained unchanged from the default game (although it was added as a prerequisite tech for some other facilities). So I have no idea why you are having problems with that... And Ship Construction level 6 should have yeilded 2 more SYfacilities/components (5 more, if you also researched SYtech to level 2), along with 5 new crew areas. It did when I ran the mod, anyway.
I have checked the files that I posted. I played them and got my expected results. So I don't know why you aren't getting the same results... Any gurus out there want to fathom a guess in that regard?
2nd edit: Here's the new v0.81 zip file, with the correct modinfo file.
AoWv0_81.zip
[ January 20, 2003, 11:48: Message edited by: dumbluck ]