anchor.diff:    AnimStep      := UnitStillFrames[Direction]; //Use still frame at begining, so units don't all change frame on first tick
     //Units start with a random amount of condition ranging from 3/4 to full.
     //This means that they won't all go eat at the same time and cause crowding, blockages, food shortages and other problems.
  -  //todo: Warriors of the same group will need to be set the same if they are created at the begining of the mission
     fCondition    := UNIT_MAX_CONDITION - Random(UNIT_MAX_CONDITION div 4);
   
     SetActionStay(10, ua_Walk);
  
positive.code: begin
    Inherited;
    LoadStream.Read(fHouse, 4);
    LoadStream.Read(TaskID);
    LoadStream.Read(LocCount);
    LoadStream.Read(CurLoc);
    for i:=1 to length(Cells) do
    begin
      LoadStream.Read(Cells[i].Loc, 4);
      LoadStream.Read(Cells[i].Dir, SizeOf(Cells[i].Dir));
    end;
  end;
  
negative.code: begin
    Inherited Create(aWorker);
    fTaskName := utn_BuildWine;
    fLoc      := aLoc;
    buildID   := aID;
    fUnit.SetActionLockedStay(0,ua_Walk);
  end;
  
  