anchor.diff:              gRenderAux.LineOnTerrain(Position, Squad.TargetHouse.GetPosition, $99000000 OR COLOR_RED);
               if (Length(Squad.PointPath) > 0) then
                 for J := Length(Squad.PointPath)-2 downto 0 do
  -                gRenderAux.LineOnTerrain(Squad.PointPath[J+1], Squad.PointPath[J], ($60 shl 24) OR COLOR_BLUE);
  +                gRenderAux.LineOnTerrain(Squad.PointPath[J+1], Squad.PointPath[J], $60000000 OR COLOR_BLUE);
             end;
           // Target unit
           if (Squad.TargetUnit <> nil) then
  
positive.code:     INIT_DIST = 1000000;
      SQR_MAX_RANGE_INTEREST = 12*12;
      SQR_RANGE_OF_PROJECTILES = 11*11; // Sqr(  Max( Max(RANGE_BOWMAN_MAX,RANGE_ARBALETMAN_MAX),RANGE_SLINGSHOT_MAX )  );
      SQR_RANGED_PROTECT_RADIUS = 9*9; // Radius around ranged units where requires close combat protection
    var
      Polygon: Word;
      I,K,L: Integer;
  
negative.code: 
  implementation
  uses
    KM_Game, KM_Hand, KM_HandsCollection, KM_Terrain, KM_AIFields,
    KM_NavMesh, KM_CommonUtils, KM_AISetup, KM_AI, KM_RenderAux,
    KM_Units_Warrior;
  