anchor.diff:    RecruitDelay := 0;
     RecruitCount := 10;
     AutoAttackRange := 6;
  +  if NewAI then
  +    AutoAttackRange := 0; // It force units to attack the closest enemy (it should decide AI not command)
   end;
   
   
  
positive.code:   // Could be a record, but we want to have default values initialization in constructor
    TKMHandAISetup = class
    public
      NewAI: Boolean;
      Aggressiveness: Integer; //-1 means not used or default
      AutoAttack: Boolean;
      AutoRepair: Boolean;
      AutoBuild: Boolean;
      AutoDefend: Boolean;
      DefendAllies: Boolean;
      UnlimitedEquip: Boolean;
  
negative.code:     StartPosition: TKMPoint; //Defines roughly where to defend and build around
      TownDefence: Integer; //-1 means not used or default
      WorkerCount: Byte;
      AutoAttackRange: Byte; // Auto attack range for close combat warriors (used in KM_Units_Warrior)
  
      constructor Create;
      function GetEquipRate(aUnit: TUnitType): Word;
  