anchor.diff:              if (gHands[Owner].Alliances[PL] = atEnemy) then
                 for L := 0 to gHands[PL].UnitGroups.Count - 1 do
                   if (TargetGroups[Owner,K] = gHands[PL].UnitGroups.Groups[L]) then
  +                begin
  +                  InRange := False;
                     for M := 0 to Length(fArmyAttackDebug.Groups) - 1 do
                       if (TargetGroups[Owner,K] = fArmyAttackDebug.Groups[M]) then
                       begin
                         G := TargetGroups[Owner,K];
                         gRenderAux.CircleOnTerrain(G.Position.X, G.Position.Y, 0.5, (Round(255 - (fArmyAttackDebug.Threat[M].Risk-MinThreat)/(MaxThreat-MinThreat)*220) shl 24) OR COLOR_RED, $11FFFFFF);
  +                      InRange := True;
                         break;
                       end;
  +                  if not InRange then
  +                    with fCombatStatusDebug.TargetGroups[Owner,K].Position do
  +                      gRenderAux.CircleOnTerrain(X, Y, 1, $10FFFFFF, $FFFFFFFF);
  +                end;
                   {
       TCombatStatusDebug = record
         TargetGroups: array[0..MAX_HANDS-1] of TKMUnitGroupArray;
  
positive.code:   COLOR_BLUE = $FF0000;
  {$IFDEF DEBUG_BattleLines}
    var
      K, L, M, PL: Integer;
      MaxThreat,MinThreat: Single;
      Owner: TKMHandID;
  
negative.code: const
    SQR_DANGEROUS_DISTANCE = 15*15;
    SQR_OFFENSIVE_DISTANCE = 30*30;
    INFLUENCE_THRESHOLD = 150;
    ARMY_IN_HOSTILE_CITY = 200;
    TARGET_HOUSE_IN_INFLUENCE = 150;
  var
  