anchor.diff:    Inherited Create(aWorker);
     fTaskName := utn_BuildRoad;
     fLoc      := aLoc;
  -  ID        := aID;
  +  buildID   := aID;
     fUnit.SetActionLockedStay(0,ua_Walk);
   end;
   
  
positive.code:     TTaskBuildWall = class(TUnitTask)
      private
        fLoc:TKMPoint;
        ID:integer;
      public
        constructor Create(aWorker:TKMUnitWorker; aLoc:TKMPoint; aID:integer);
        constructor Load(LoadStream:TKMemoryStream); override;
  
negative.code:       fThought := th_Build;
      end;
  1:  if not fHouse.IsDestroyed then begin //House plan was cancelled before worker has arrived on site
        fPlayers.Player[byte(fOwner)].BuildList.CloseHousePlan(buildID);
        fTerrain.SetHouse(fHouse.GetPosition, fHouse.GetHouseType, hs_Fence, fOwner);
        fHouse.SetBuildingState(hbs_NoGlyph);
        SetActionStay(5,ua_Walk);
  