anchor.diff:        //In this case we choose the closest group, then move to a higher priority one later (see above)
         //This means at the start of the mission troops will take the position they are placed at rather than swapping around
         //With auto defence we reset defence positions regularly, so take closest rather than reshuffling all the time (newly equipped warriors still take highest priority)
  -      if fDefencePositions.FindPlaceForGroup(Group, AI_FILL_CLOSEST or fSetup.AutoDefend) then Continue;
  +      if fDefencePositions.FindPlaceForGroup(Group, AI_FILL_CLOSEST_IDLE or fSetup.AutoDefend) then Continue;
   
         //Just chill and link with other idle groups
         if AI_LINK_IDLE then
  
positive.code: //Trained warrior reports for duty
  procedure TKMGeneral.WarriorEquipped(aGroup: TKMUnitGroup);
  begin
    fDefencePositions.FindPlaceForGroup(aGroup, AI_FILL_CLOSEST);
  end;
  
  
  
negative.code:   //to make them more "intelligent", but for now these are required for the campaigns to be playable.
  
    //On the other hand, no need to reproduce KaM's flaws, so fill closest defence
    //positions for idle groups to avoid swapping on mission start. This shouldn't
    //cause incorrect behaviour in campaigns since either way the priority order
    //of positions will be respected.
  
    AI_FILL_CLOSEST_IDLE = True;
    AI_FILL_CLOSEST_EQUIPPED = False;
    AI_LINK_IDLE = False;
  
  
  