anchor.diff:      lgs_Loading:
           //We are waiting during inital loading
           Result := fNetworking.NetPlayers.GetNotReadyToPlayPlayers;
  -    else
  -        raise Exception.Create('WaitingPlayersList from wrong state');
  +    else  begin
  +            ErrorMsg := 'WaitingPlayersList from wrong state: '
  +                       + GetEnumName(TypeInfo(TNetGameState), Integer(fNetworking.NetGameState));
  +            gLog.AddTime(ErrorMsg);
  +            raise Exception.Create(ErrorMsg);
  +          end;
     end;
   end;
   
  
positive.code: 
  implementation
  uses
    Classes, Controls, Dialogs, SysUtils, KromUtils, Math,
    {$IFDEF WDC} UITypes, {$ENDIF}
    KM_PathFindingAStarOld, KM_PathFindingAStarNew, KM_PathFindingJPS,
    KM_Projectiles, KM_AIFields, KM_AIArmyEvaluation,
  
negative.code: 
  //Get list of players we are waiting for. We do it here because fNetworking does not knows about GIP
  function TKMGame.WaitingPlayersList: TKMByteArray;
  var
    ErrorMsg: UnicodeString;
  begin
    case fNetworking.NetGameState of
      lgs_Game, lgs_Reconnecting:
  