anchor.diff:      Exit;
     end;
   
  -  if fShownUnit is TKMUnitWarrior then
  -  begin
  -    if (MyPlayer.FogOfWar.CheckTileRevelation(GameCursor.Cell.X, GameCursor.Cell.Y, false)>0) then
  +  if (fShownUnit is TKMUnitWarrior) and not fGame.ReplayMode then
  +  begin
  +    if (MyPlayer.FogOfWar.CheckTileRevelation(GameCursor.Cell.X, GameCursor.Cell.Y, false) > 0) then
       begin
         U := fTerrain.UnitsHitTest (GameCursor.Cell.X, GameCursor.Cell.Y);
         H := fPlayers.HousesHitTest(GameCursor.Cell.X, GameCursor.Cell.Y);
  
positive.code: 
  
  procedure TKMGamePlayInterface.MouseUp(Button: TMouseButton; Shift: TShiftState; X,Y: Integer);
  var P:TKMPoint; U:TKMUnit; H:TKMHouse; OldSelected: TObject;
  begin
    inherited;
  
  
negative.code: //1. Process Controls
  //2. Show SelectingTroopDirection
  procedure TKMGamePlayInterface.MouseDown(Button: TMouseButton; Shift: TShiftState; X,Y: Integer);
  var
    U: TKMUnit;
    H: TKMHouse;
    MyRect: TRect;
  begin
    inherited;
  
    if (fGame.GameState <> gsRunning) or (fMyControls.CtrlOver <> nil) then
      Exit;
  
    if SelectingTroopDirection then
    begin
  