anchor.diff:  
     UpdateGameOptionsUI;
   
  -  aiOnlyColors := gNetworking.MapInfo.AIOnlyLocsColors; // save it locally to avoid multiple calculations
  +  if gNetworking.IsSave then
  +    fixedLocsColors := gNetworking.SaveInfo.GameInfo.FixedLocsColors
  +  else
  +    fixedLocsColors := gNetworking.MapInfo.FixedLocsColors;
   
     firstUnused := True;
     for I := 1 to MAX_LOBBY_SLOTS do
  
positive.code:           if (K <> colorID) and (K <> 0)
            and (not gNetworking.NetPlayers.ColorAvailable(MP_PLAYER_COLORS[K])
                 or ((gNetworking.SelectGameKind = ngkSave) and gNetworking.SaveInfo.GameInfo.ColorUsed(K))
                 or IsColorCloseToColors(MP_PLAYER_COLORS[K], aiOnlyColors, MIN_PLAYER_COLOR_DIST)) then // Disable for AIOnly locs color (close to them)
              DropBox_Colors[I].List.Rows[K].Cells[0].Enabled := False
            else
            begin
  
negative.code: 
        colorID := FindMPColor(curPlayer.FlagColor);
        // Reset color to random, in case our color was too close to AI only locs colors
        if (colorID <> 0) and IsColorCloseToColors(MP_PLAYER_COLORS[colorID], fixedLocsColors, MIN_PLAYER_COLOR_DIST) then
          colorID := 0;
        
        if (gNetworking.SelectGameKind <> ngkMap)
  