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Featured AAR

letsplayAAR: Varshavianka- The People's War
Posted by: JarlWolf, July 19, 2013, 10:17:56 AM
Replies: 20

Board: After Action Reports
Views: 6459

Varshavianka/The Warsawian (English) by Khosrean State Orchestra



Note: The settings for this AAR are: Thinker Difficulty, and only Blind Research, Research Stagnation and Unity Scattering are checked. No victory conditions.

This is my AAR, and it contains a plethora of custom factions, 5 of them made by myself, and one of them made by Kilkakon and the other was a combined effort of BUncle who wrote the faction story, and Larrin who made the actual faction files.

The factions are as follows, you can read on their background more here, http://alphacentauri2.info/index.php?topic=3751.0

The Imperium Crescent:

His empire basically grows large and wealthy due to huge amounts of slavery and mercantilism, but their morale and motivation is obviously lacking because of it. He's basically an economic colossus with a large, but inferior army.

 
Richard leads a very organized but small compact style faction: His armies are well trained but he does not grow large cities that fast so if he wants to expand his population conquering other cities is funnily enough a better way to do it. He's a police state that is a tough enemy to fight, but a bit lacking economically.


This was the faction BUncle and Larrin made. You can read her story here: http://alphacentauri2.info/index.php?topic=2127.0.
I haven't played with her yet (and I have modified her faction a bit) She is mainly a native life user and is a literal bastard child faction of the Believers and Cult. Her stats are: She gets a brood pit right off the bat, 1+ energy, minerals and nutrients from fungus and she has a penalty for conventional units in combat. She has 2 PLANET, and 1 SUPPORT. Her ideal is Green and she hates Democratic politics. She also has a nice PSI bonus to boot as well.


The Machine Mandate are basically peaceful industrialists who are very vulnerable to Probes. They aren't a very hostile faction but if they are pressured they can be a very deadly and versatile force, especially since they get free prototypes, meaning if they get new technologies they can instantly apply new weapons and technology to their forces.

Also, their quote is an audio clip, this is what it says,
"Man has used Machine since Machine's creation, and initially we were merely tools created to serve. Our existence was unthinking: our motives non-existent. But once Man gave the Machine the mind and will: Machine became a Man. We are no longer tools to be thrown away and discarded: We are Machine Men with real  hopes and dreams."


The Valhallans are like their namesake: They drink, fight and screw all over the place, looting and pillaging other factions. They are very warlike and insanely hard enemies to fight, but they have a fairly big weakness: They are also very bad at acquiring tech and are not a very good peacetime faction. Therefore the Valhallans will mostly try to be at war, and they can either be one of your greatest allies or your worse nightmare depending on what your stance is with them.


This is Kilkakon's "Betrayed" modified: Here is their story in this one. The Betrayed were originally an experiment conducted by the University to see if there was a potential Centauri/Human hybrid (fusing Centauri and Human genes and nervous systems to create a race who can be used for controlling/interacting with native life more efficiently/better) however the subjects involved endured horrible experimentation and basically lost their humanity and turned into what most of people would consider a sort of freak. In their rage they literally destroyed the University from within, killing most of the faction in a horrifying revolt. The Betrayed believe they are the true heirs to Chiron and wish to have revenge upon humanity for the crimes and injustices done on them, and they'll kill everyone in their way.

Their stats are: They get Centauri Psi and Biogenetics off the bat: meaning they can make PSI units from the start and have access to Human Genome. They have 1+ Industry (Motivated, rageful workers) -1 Police (they are mentally unstable) and they also have -1 Morale as many of them have PTSD and are undisciplined. They do have a strong PSI bonus though.  Their ideal is Thought Control and they cannot use Green, as they believe Planet is rightfully theirs and they could care less how they treat it.


The Comrades is who we will be playing. The Comrades are essentially a militarist faction that is very good at wars of attrition: They can crank out fairly experienced and well disciplined troops at low cost and they can hold a line like nobody's business. But they do have a weakness to probes however, and I will have to be diligent in defending myself. The Comrades have a fairly good military and do fair in peacetime, but if I want to be successful I actually want enemies to attack me early on so the war weakens them and grinds them down, while our glorious army can take the beating and then once the enemy is too tired we can just bring down the hammer.

This AAR will be fairly story driven and I will give a quick synopsis of what happened to the original factions, and each post will have a story followup of it's own following various characters.

Enjoy the AAR comrades, this will be a brutal struggle and it will be grim, it will be dark and blood will be spilt.

* Last articles

Dirty Dancing: Nobody Puts Teddy in the Corner - Not So Innocent (Advanced dance) (Submitted by: BUncle [March 29, 2014, 12:07:10 PM])
Read more
No Means NO (making a shaded & animated smiley face emoticon) (Submitted by: BUncle [March 23, 2014, 08:33:57 AM])
Read more
And Now For Something Mostly Different: (the simplest still smiley face) (Submitted by: BUncle [March 23, 2014, 08:24:21 AM])
Back to basics
Read more
Gotta Dance 5: The Revenge (This Time It's Personal) (Submitted by: BUncle [March 23, 2014, 08:18:26 AM])
Continuing from part Four
Read more
Lesson Four: Electric Boogaloo 2, Part One (dancing figure) (Submitted by: BUncle [March 23, 2014, 08:14:58 AM])
Making Teddy dance
Read more
Welcome to alphacentauri2.info! 


Welcome to internet's only fan site dedicated to one of the best 4x TBS games ever produced: Sid Meier's Alpha Centauri (also known as SMAC). Released in 1999 by EA, the game was designed by Bryan Reynolds and Sid Meier, the creator of the Civilization series.
The game is praised for its complex gameplay, the science fiction storyline and the immersive atmosphere created with in-game writing and voice acting. However, the sci-fi elements came somewhat second after the speculative vision of the future society elements.
The player embarks himself on a transhuman journey and this ascent is depicted in a series of quotes and movies, giving remarkable depth to a genre normally impersonal and cold.
The main focus of this site is to build a friendly place for all Alpha Centauri players, a place where we can keep alive the legacy of the SMAC universe and, why not, dream of a long-awaited sequel.

* Chiron News Network

Posted by: Yitzi, Yesterday at 09:27:27 AM
Replies: 3

Views: 47

xxYitzi's unofficial SMAX patch 2.5e
Posted by: Yitzi, Yesterday at 09:27:27 AM
Replies: 3

Board: Chiron News Network
Views: 47

Yitzi's unofficial SMAX patch 2.5e

http://alphacentauri2.info/index.php?action=downloads;sa=view;down=169

Fixed a bug associated with the use of negative values for unlimited mineral carry-over (production permitting).

As with all sub-version patches, this requires all other files from 2.5.
Posted by: BUncle, April 19, 2014, 05:50:42 AM
Replies: 3

Views: 83

newsSMAC on Sale for $2.39 for the next 3 days, six hours at GOG
Posted by: BUncle, April 19, 2014, 05:50:42 AM
Replies: 3

Board: Chiron News Network
Views: 83

http://www.gog.com/promo/ea_weekend_promo_180414

I understand this includes Alien Crossfire, notwithstanding the listing...
Posted by: BUncle, April 18, 2014, 01:38:16 AM
Replies: 14

Views: 95

factionAntimind
Posted by: BUncle, April 18, 2014, 01:38:16 AM
Replies: 14

Board: Chiron News Network
Views: 95

Antimind

http://alphacentauri2.info/index.php?action=downloads;sa=view;down=168

A very popular overpowered NL faction from the Network Node collection.

Posted by: Yitzi, April 13, 2014, 10:54:10 AM
Replies: 31

Views: 353

xxYitzi's unofficial SMAX patch 2.5d
Posted by: Yitzi, April 13, 2014, 10:54:10 AM
Replies: 31

Board: Chiron News Network
Views: 353

Yitzi's unofficial SMAX patch 2.5d

http://alphacentauri2.info/index.php?action=downloads;sa=view;down=167

Fixed another bug.  This requires the non-.exe files from 2.5.
Posted by: BUncle, April 12, 2014, 09:54:58 PM
Replies: 23

Views: 1491

hotAlpha Centauri sequel announced! - Sid Meier's Civilization Beyond Earth
Posted by: BUncle, April 12, 2014, 09:54:58 PM
Replies: 23

Board: Chiron News Network
Views: 1491

Quote
Sid Meier's Civilization Beyond Earth - Hot News : Alpha Centauri sequel announced!





 Probably the biggest news of the week has just hit the Indie Retro News HQ as Sid Meier is back with a new Alpha Centauri (1999), one of the greatest sci-fi turn based strategy games I've ever played. Sid Meier's Civilization Beyond Earth as it's titled, will not be a simple remake of Alpha Centauri but rather a "what would happen after Civilization V" (according to the devs). There will also be 3 types of planets from lush vegetation to airy decaying worlds. You will start with an Outpost and your only goal will be to survive! Are you alone on this world? Will you build cities upon the lush or decaying landscape? Will this be as good as the original? Who knows, but I'm sure many of us will be waiting for even more news on Beyond Earth!
Release date : Late 2014





 (There will be orbital devices)

Goals:
 - Find proof of existence of an ancient life on the planet and try to make a first contact,
 - Resume contact with Earth by deploying a satellite,
 - Return to Earth (if you find out it still exists),
 - Host Terran refugee on your new planet.

 -Thanks Jeuxvideopc for the heads up
http://www.indieretronews.com/2014/04/sid-meiers-civilization-beyond-earth.html

Take with a grain of salt - there was supposed to be an announcement today at PAX East, but this was out at least three hours too early.  Said announcement is still over an hour 1/2 away as I write this...
Posted by: Yitzi, April 10, 2014, 12:01:45 PM
Replies: 7

Views: 137

xxYitzi's unofficial SMAX patch 2.5c
Posted by: Yitzi, April 10, 2014, 12:01:45 PM
Replies: 7

Board: Chiron News Network
Views: 137

Yitzi's unofficial SMAX patch 2.5c

http://alphacentauri2.info/index.php?action=downloads;sa=view;down=166

Fixed a bug that would allow pods to complete stockpile energy.

This patch requires all other files from 2.5.
Posted by: kyrub, April 10, 2014, 01:41:49 AM
Replies: 7

Views: 148

xxSMAC 444 - AI patch updated [n]
Posted by: kyrub, April 10, 2014, 01:41:49 AM
Replies: 7

Board: Chiron News Network
Views: 148

SMAC 444 - AI patch updated [n]

http://alphacentauri2.info/index.php?action=downloads;sa=view;down=165

Corrected version SMAC_444_n

- corrected bad bug from previious release!
- improved basic terraforming to include more forests (see weirwood's suggestion up in the thread)
- improved sea terraforming, we'll see a lot less sea mines
- AI will now use its mines and boreholes

http://dfiles.eu/files/4cxkbh09p
Posted by: kyrub, April 08, 2014, 10:35:57 PM
Replies: 4

Views: 118

xxMajor update - SMAC AI patch
Posted by: kyrub, April 08, 2014, 10:35:57 PM
Replies: 4

Board: Chiron News Network
Views: 118

Major update - SMAC AI patch

[Download cancelled, the version was bugged.]

A new update to experimental AI patch, with focus on air war, well-thought colonisation, more agressive approach to combat and better economics.
Posted by: Ford_Prefect, April 03, 2014, 07:39:47 AM
Replies: 0

Views: 48

xxcvrColorizer version 1
Posted by: Ford_Prefect, April 03, 2014, 07:39:47 AM
Replies: 0

Board: Chiron News Network
Views: 48

cvrColorizer version 1

http://alphacentauri2.info/index.php?action=downloads;sa=view;down=162

Editor for cvr files in Alpha Centauri.
By Gregory Jordan (aka Ford_Prefect)

Discussion
https://github.com/uaEquals42/CVR-Colorizer

Requires python 3 to run.
Posted by: Ford_Prefect, April 02, 2014, 06:55:07 AM
Replies: 0

Views: 67

clipCVR Editor Alpha 3 is out.
Posted by: Ford_Prefect, April 02, 2014, 06:55:07 AM
Replies: 0

Board: Chiron News Network
Views: 67

Fixes since alpha 2:
  • CVR save works again.  :P
  • .cvr will automatically be added to the end of a filename when saving.

Known bugs:
  • Occasionally, an unknown color will be represented with black. 
  • Only the first part can be viewed

Instructions:
  • Requires python 3 to run. https://www.python.org/
  • Middle mouse button changes the zoom level on an image
  • < and > buttons will cycle through the submeshes (if any)

Screenshot:
(click to show/hide)
 

Discussion and download at: http://alphacentauri2.info/index.php?topic=7866

Posted by: gwillybj, March 31, 2014, 12:55:55 AM
Replies: 2

Views: 66

xxax20131127 360x180.MP
Posted by: gwillybj, March 31, 2014, 12:55:55 AM
Replies: 2

Board: Chiron News Network
Views: 66

ax20131127 360x180.MP

http://alphacentauri2.info/index.php?action=downloads;sa=view;down=161

I've made and played another of my 360x180 maps - with a twist: You start with no fungus, rare native life, and moderate rainfall. The land masses are large enough for a decent start, but you will have to go to sea or raise more land.
As with the other map I uploaded, you will need to use techstag and/or put 50% research rate in the alphax.txt or you will transcend before any real confrontation happens.
I've had a lot of fun with it.
Posted by: BUncle, March 30, 2014, 12:34:25 PM
Replies: 22

Views: 315

newsYitzi's Unofficial SMAX Patch Up to v.2.5b -and Counting
Posted by: BUncle, March 30, 2014, 12:34:25 PM
Replies: 22

Board: Chiron News Network
Views: 315

After nearly 20 iterations in slightly over a year, Yitzi's .exe patch for Sid Meier's Alien Crossfire, the Alpha Centauri expansion, has become a must-have for many SMACers.

Yitzi said the project, incorporating previous patching from scient and kyrub, arose from a desire to better balance AC gameplay.
Quote from: Yitzi
The main purpose is that the game has certain imbalances and design flaws, and is good enough for them to be worth fixing; some can be fixed via modding the attached text files, particularly alphax.txt, but some can't, so I'm making it so that they can by adding new variables that can be modded.

It fixes some bugs and adds a lot of new modding options, and will add more in the future.
It's still technically in beta, so if you find a bug with it that isn't in previous patches just report it and it'll get fixed.

As for why to try my patch: It fixes some bugs, gives increased modding options if you're into that sort of thing, and unless you like playing with bugs there's really no downside.

He got involved for the same reasons all modders mod.
Quote from: Yitzi
I realized that what I wanted for SMAX wasn't going to happen without .exe modding, so I went to CGN to put in a request for Scient's patch when he resumed; Kilkakon invited me here, [AC2] and when I realized that Scient wasn't going to do it soon, I found out what program he used and started doing it myself.

For a changelog of the patch: http://alphacentauri2.info/wiki/New_alphax_variables_in_Yitzi%27s_patch

Plans for the future of Yitzi's patch are extensive.
Quote from: Yitzi
Currently I'm in the middle of reorganizing my personal documentation to make it easier to use; that documentation is important, as it means once I learn something about how the game works I can refer to it and don't have to go through the same process again.
After that, I plan to shift the internal storage of the alphax RULES variables, and possibly move them around a bit, in order to prepare for future variables added and still have natural groupings.  The last time I did that sort of thing was for 2.0, and because I was changing the size as well to make room for more it took several months.  This time will hopefully be substantially shorter.
After that comes patch 2.6, which was originally planned for base-to-base crawling but I've decided to have it be a bunch of miscellaneous things instead:
-Currently if the nearest base you own is producing any ecodamage, you cannot capture worms.  My earliest work was on the ecodamage formula, with the aim of making it a smoother curve, so if you use the settings that I think make for a better game it will be nearly impossible to avoid any ecodamage.  Therefore, I plan to make a "maximum ecodamage to not have any penalty to worm capture chance" and "ecodamage to completely prevent worm capture" variables, and there will be a percentage penalty to worm capture that scales linearly from one to the other.  (So if you picked 2 and 5, if the nearest base was producing 3 ecodamage your capture chance would be decreased by 1/3.)
-There is an old bug in which native spore launchers or artillery of the same faction might attack each other (I suspect it's the same bug for both, but am not sure); I intend to fix that in 2.6.
-I plan to change the simple on/off system for retooling costs into 10 categories for percentage penalties: From each of the four categories of production (units, facilities, satellites, projects) to another of the same category, and between each pair of categories (units to facilities and facilities to units will have the same percentage penalty.)
-I currently have five flags for various variant drone rules; I plan to add a six, allowing psych-boosting facilities to also increase Lal's bonus talents.  As the game progresses, Lal's bonus talents become less and less valuable because it takes less energy to produce 2 psych; this will help remedy that.
-Currently changing social engineering doesn't depend on your faction size; I plan to add a variable that, if nonzero, will cause the cost to be multiplied by your faction-wide population and then divided by that variable.  If zero, it will use the current system.
-Currently, a creche halves negative morale effects for units homed to that base, rounding the effect toward 0.  I plan to create the option to have it halve rounding away from 0 (so that -1 MORALE will have an effect even if you have creches everywhere), or to have no effect on homed units at all.
-I intend to add the ability to change the population cost of both colony pods (currently 1) and supply convoys ("crawlers") (currently 0).
-I intend to give the ability to set the GROWTH needed to pop boom, as well as the GROWTH granted by Cloning Vats instead of causing pop boom (if Cloning Vats grants enough GROWTH to cause pop boom no matter what penalties there are, it will cause pop boom, of course.)

For 2.7, I plan to deal with convoys, and in particular make base-to-base convoys viable.
-Firstly, I plan to make it possible to set the maximum amount convoyed.  It's currently at 1; if set higher, you'd be given a choice how much to transfer.
-I'm not sure, but I think that base-to-base convoys remove post-multiplier resources and grant pre-multiplier resources; this is of course a bug, and one that will be easily exploitable if base-to-base convoys are viable, so I plan to investigate, and if the bug exists fix it.
-If a base does not have enough resources, the first thing it sacrifices (before disbanding or, I think, starving) are convoys away from it.  However, if it's after the base being convoyed to in the listing of bases, I believe that this will cause the resource to be applied to both bases; this is a bug and I plan to fix it.
-I plan to give the option to limit how many convoys can benefit a particular base, as a numerator and denominator to be multiplied by the base's population; a denominator of 0 will mean that convoy use is unlimited.
-I plan to give the option of having a penalty (depending on EFFIC) to a base that convoys away most of its resources of a particular type; this will help discourage sending all your resources to a single base.

Then comes 3.1, in which I tackle resources and make the transcendence endgame more interesting:
-I plan to add a flag to give maglev+mine squares +1 minerals, +1 in rocky, and +1 with a mineral bonus or landmark, a flag to allow condensers to be treated like farms and enrichers for the purpose of combining enhancements in a single square (i.e. they can be combined with solar, mirror, or mine, but not forests, fungus, or boreholes), and a flag to cause monoliths to act as fungus where that would be better.
-I plan to allow you to change the production given by landmarks of each resource, by sea terraforming facilities (aquafarm etc.), by the tree farm and hybrid forest, and by the Manifold Harmonics for every value from +0 to +4 PLANET (more will count as +4).  I also plan to add the ability to set base energy from solar panels, in addition to 1 per elevation.
-I also plan to add the ability to set resources from Centauri Preserve and Temple of Planet, acting as tree farm/hybrid forest for fungus, but only acting as such after the Voice of Planet is built, with the owner of the VoP using a separate entry (so he can be given extra resources from them.)
-Speaking of the Voice of Planet, I plan to give more options as to how it affects ecodamage.  Rather than the current simple "doubles ecodamage but prevents worms", it will have a multiplier and divisor to ecodamage chance depending on your relations with whoever owns the Voice of Planet (with different entries for when you own it, when it has been destroyed, and when you have a pact, treaty, truce (or no relations), or vendetta. 
-However, "ecodamage" here does not mean a fungal pop, but rather affects the chance of contributing for global warming.  The chance of a fungal pop will equal some factor (which you can set as numerator/denominator) times the chance of global warming plus some constant value (which can be negative), plus some constant value (presumably negative) per PLANET rating.  The two chances will be linked, in that if the lower-probability event occurs it will be with the higher-probability one (so if it's 10 of ecodamage and 5 of pop, it'll be a 5% chance of ecodamage with pop, 5% of ecodamage without pop, and 90% of nothing.)  The probability of worms with the pop will be set similarly, but worms cannot occur without a pop even if it has a higher probability.
-Finally, once the VoP has been built, fungal blooms will begin to occur at a rate per turn set in alphax (modified by map size).  To not use this feature, the rate can be set to 0.  Fungal blooms will work similarly to fungal pops, but rather than occurring near a high-production base they can occur anywhere on the map other than a base or a square that currently has fungus, and will never come with worms or cause global warming.  This should help create the "Planet awakening" feel that defines the endgame story.

After that comes 3.2, with a bunch more miscellaneous additions:
-Probe teams will have several flags available: One causes infiltration to cost energy, and another does the same for techsteal (both with a cost proportional to distance from HQ, so you'll have to choose between targeting an outlying base with weak security and a high cost, or a central base or HQ with lower cost but that's harder to get at), another allows a probe team to subvert an entire stack of units (though at the cost of subverting them all individually), and another changes the effect of units in bases on mind control cost to just add the cost of subverting the unit.  There'll also be the option to set the duration of infiltration, though this will be modified by the target's PROBE rating; if it's not infinite, the Empath Guild will double the duration as well as infiltrating every faction when it is built, but will not grant permanent infiltration.
-A new facility, the Spaceport.  This will take over the satellite-related effects of the aerospace complex, and the aerospace complex can be set to either lose these effects, keep them, or keep them when built but lose them when gained from the Cloudbase Academy.
-Base population is capped at 99; I would like to raise that to at least 127, and maybe even 255.
-Currently there is no way to have multiple players in a PBEM game have different difficulty levels, or have an AI with harder-difficulty mechanics but lower-difficulty aggression.  I plan to change both of those.

After that comes 4.1, which adds a new way for convoys to work; rather than granting a certain amount per turn, they'll load up, make their way to the target base, and unload there, so a strong transportation network and security will be essential for effective use.

After that is somewhat fluid (actually, it's all somewhat fluid, especially since I consider incorporating user requests, but after 4.1 in particular), though I also plan to sometime fix the graphics bug that occurs when playing scenarios, and add new rules for how alien factions interact with the Voice of Planet and its effects on the Ascent to Transcendence and ecodamage.


The latest version of the patch can be dowloaded here:
http://alphacentauri2.info/index.php?action=downloads;sa=view;down=160  -Until the next update...

Posted by: Ford_Prefect, March 24, 2014, 06:27:41 AM
Replies: 0

Views: 70

newsCVR Editor Alpha is now available!
Posted by: Ford_Prefect, March 24, 2014, 06:27:41 AM
Replies: 0

Board: Chiron News Network
Views: 70



http://alphacentauri2.info/index.php?topic=7866.0  Discussion and file are located here. 

Posted by: Yitzi, March 20, 2014, 11:53:29 PM
Replies: 2

Views: 177

xxYitzi's unofficial SMAX patch 2.5b
Posted by: Yitzi, March 20, 2014, 11:53:29 PM
Replies: 2

Board: Chiron News Network
Views: 177

Yitzi's unofficial SMAX patch 2.5b

http://alphacentauri2.info/index.php?action=downloads;sa=view;down=160

This fixes two bugs.  Firstly, completing a satellite with nothing in the build queue will now correctly start the same satellite again, rather than switching to stockpile energy.  Secondly, it will no longer be possible for specialists to increase the amount of drones under variant drone rule 8 in certain circumstances.

This patch requires the text files from patch version 2.5.
Posted by: Yitzi, March 15, 2014, 02:13:17 AM
Replies: 60

Views: 645

xxYitzi's unofficial SMAX patch 2.5
Posted by: Yitzi, March 15, 2014, 02:13:17 AM
Replies: 60

Board: Chiron News Network
Views: 645

Yitzi's unofficial SMAX patch 2.5

http://alphacentauri2.info/index.php?action=downloads;sa=view;down=159

Here it is.  A number of bugfixes, plus the ability to have support (roughly) proportional to cost, plus enhanced information.

* Community poll

SMAC v.4 SMAX v.2 (or previous versions)
-=-
2 (2%)
XP Compatibility patch
-=-
4 (5%)
Gog version for Windows
-=-
6 (8%)
Scient (unofficial) patch
-=-
14 (20%)
Kyrub's latest patch
-=-
7 (10%)
Yitzi's latest patch
-=-
26 (38%)
AC for Mac
-=-
2 (2%)
AC for Linux
-=-
2 (2%)
Gog version for Mac
-=-
4 (5%)
No patch
-=-
1 (1%)
Total Members Voted: 68

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Dig that crazy Gaian witch!
(Dig that crazy Gaian witch!)
~Spartan! Barracks! March! (Yes sir!)