anchor.diff:  
   
   //Used for AI defence and linking troops
  -type TGroupType = (gt_None=0, gt_Melee, gt_AntiHorse, gt_Ranged, gt_Mounted);
  +type TGroupType = (gt_None, gt_Melee, gt_AntiHorse, gt_Ranged, gt_Mounted);
   
   const UnitGroups: array[15..24] of TGroupType = (
       gt_Melee,gt_Melee,gt_Melee, //ut_Militia, ut_AxeFighter, ut_Swordsman
  
positive.code: 
      TKMissionMode = (mm_Normal, mm_Tactic);
  
      TAllianceType = (at_Enemy=0, at_Ally=1);
  
  const
    TKMCursorDirections: array[TKMDirection]of integer = (c_DirN,c_Dir0,c_Dir1,c_Dir2,c_Dir3,c_Dir4,c_Dir5,c_Dir6,c_Dir7);
  
negative.code: 
  {Cursors}
  type
    TCursorMode = ( cm_None, cm_Erase, cm_Road, cm_Field, cm_Wine, cm_Wall, cm_Houses, //Gameplay
                    cm_Height, cm_Tiles, cm_Objects, cm_Units); //MapEditor
  
  const
  