|  | @@ -334,13 +334,13 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const Nullkiller * ai, const CGT
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				|  |  |  
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				|  |  |  			if(!upgrade.upgradeValue
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				|  |  |  				&& armyToGetOrBuy.upgradeValue > 20000
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				|  |  | -				&& ai->heroManager->canRecruitHero(town)
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				|  |  | +				&& ai->heroManager->canRecruitHero(upgrader)
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				|  |  |  				&& path.turn() < ai->settings->getScoutHeroTurnDistanceLimit())
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				|  |  |  			{
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				|  |  | -				for(auto hero : cb->getAvailableHeroes(town))
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				|  |  | +				for(auto hero : cb->getAvailableHeroes(upgrader))
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				|  |  |  				{
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				|  |  | -					auto scoutReinforcement =  ai->armyManager->howManyReinforcementsCanBuy(hero, town)
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				|  |  | -						+ ai->armyManager->howManyReinforcementsCanGet(hero, town);
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				|  |  | +					auto scoutReinforcement =  ai->armyManager->howManyReinforcementsCanBuy(hero, upgrader)
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				|  |  | +						+ ai->armyManager->howManyReinforcementsCanGet(hero, upgrader);
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				|  |  |  
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				|  |  |  					if(scoutReinforcement >= armyToGetOrBuy.upgradeValue
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				|  |  |  						&& ai->getFreeGold() >20000
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				|  | @@ -348,7 +348,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const Nullkiller * ai, const CGT
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				|  |  |  					{
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				|  |  |  						Composition recruitHero;
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				|  |  |  
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				|  |  | -						recruitHero.addNext(ArmyUpgrade(path.targetHero, town, armyToGetOrBuy)).addNext(RecruitHero(town, hero));
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				|  |  | +						recruitHero.addNext(ArmyUpgrade(path.targetHero, town, armyToGetOrBuy)).addNext(RecruitHero(upgrader, hero));
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				|  |  |  					}
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				|  |  |  				}
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				|  |  |  			}
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