anchor.diff:                                      fOrderLoc.Dir, aIndex, fUnitsPerRow,
                                       fTerrain.MapX, fTerrain.MapY,
                                       Result.Exact);
  +  //Fits on map and is on passable terrain
     Result.Exact := Result.Exact and fTerrain.CheckPassability(Result.Loc, CanWalk);
   end;
   
  
positive.code: end;
  
  
  function TKMUnitGroup.GetCondition: Integer;
  var
    I: Integer;
  begin
    Result := UNIT_MAX_CONDITION;
    for I := 0 to Count - 1 do
      Result := Min(Result, Members[I].Condition);
  end;
  
negative.code: end;
  
  
  //Create a Group from script (creates all the warriors as well)
  constructor TKMUnitGroup.Create(aID: Cardinal; aOwner: TPlayerIndex; aUnitType: TUnitType;
    PosX, PosY: Word; aDir: TKMDirection; aUnitPerRow, aCount: Word);
  var
  