anchor.diff:        Group.OrderWalk(FinPos, True, FinalPosition.Dir)
       else
         Group.OrderAttackHouse(fTargetHouse, True);
  +    fIsReady := True;
     end
     else
     begin
  
positive.code: 
  
  procedure TAICompany.OwnerUpdate(aPlayer: TKMHandIndex);
  begin
    fOwner := aPlayer;
  end;
  
  
  procedure TAICompany.AddSquad(aGroup: TKMUnitGroup);
  begin
    fSquads[ aGroup.GroupType ].Add( TAISquad.Create(aGroup) );
  end;
  
  
  
negative.code:   for I := 0 to Count - 1 do
    begin
      Company := fCompanies.Items[I];
      Position := Company.ScanPosition;
      gRenderAux.CircleOnTerrain(Position.X, Position.Y, COMPANY_SCAN_RAD, $09FFFFFF, $99FFFFFF);
      if (Length(Company.PointPath) > 0) then
        for K := Length(Company.PointPath)-2 downto 0 do
          gRenderAux.LineOnTerrain(Company.PointPath[K+1], Company.PointPath[K], $9900FFFF);
      for GT := Low(TGroupType) to High(TGroupType) do
        for K := Company.Squads[GT].Count - 1 downto 0 do
        begin
  