anchor.diff:      Panel_House_Common.Childs[I].Hide;
   
     //Now show only what we need
  -  RowRes := 1; Line := 0; Base := 2;
  +  RowRes := 1;
  +  Line := 0;
  +  Base := 2;
             
     //Show Demand
     Label_Common_Demand_WS.Show;
  -  Label_Common_Demand_WS.Top := Base + Line*LINE_HEIGHT+6;
  +  Label_Common_Demand_WS.Top := Base + Line*LINE_HEIGHT + 6;
     Inc(Line);
   
     for I := 1 to 2 do
  
positive.code:       Button_Barracks[I].Hint := gRes.Wares[BarracksResType[I]].Title;
        Button_Barracks[I].OnClick := House_BarracksAcceptFlag;
  
        Image_Barracks_Accept[I] := TKMImage.Create(Panel_HouseBarracks, dX+16, dY, 12, 12, 49);
        Image_Barracks_Accept[I].Hitable := False;
      end;
  
      dX := (BARRACKS_RES_COUNT mod 6) * 31;
  
negative.code:     Inc(fLastTHUnit);
  
    if Sender = Button_TH_Train then //Equip unit
      gGame.GameInputProcess.CmdHouse(gicHouseTownHallEquip, TownHall, TownHall_Order[fLastTHUnit],
                                      Min(GetMultiplicator(Shift), MAX_UNITS_TO_EQUIP));
  
    Button_TH_Train.Enabled := not gGame.IsPeaceTime and TownHall.CanEquip(TownHall_Order[fLastTHUnit]);
    Button_TH_Left.Enabled := fLastTHUnit > 0;
  