I'm not one to comment on these public message boards very often, but I have noticed this as well. I'm currently fighting with Rick on one map in particular and I at least felt that I was having limited success with aerial attacks on a few of his bases. I had also noticed that the two of us were apparently logging in around the same time each day since I would see troops move or get created or whatnot. A few days ago, though, my jets and missiles began getting shot down much more often and he was able to create more and more bases, turrets, and construction trucks. I attribute a lot of this to shifts in when we were able to log on and make our changes.
I, myself, am more of a morning player, making most of my moves before noon. Occasionally I will get to work a little in the evenings, but most of the time family life prevents it, so, if I want to accomplish anything, it has to be done in the morning. Therefore, I am at the mercy of Rick's invisible troops (of which there are undoubtedly many), and would have to second the motion to reinstate the "invisible troops for all" concept were it really as simple as flipping a switch and activating some dead code in one of Johnny's cron jobs.
On the other hand, I had independently arrived at the solution that Johnny discussed in his post, so I must agree with Johnny that if he didn't leave the code in in the first place and simply comment it out or do some sort of pre-processor conditional coding, I would rather see the implementation of the two-stage approach for buying and moving troops.
Ultimately, as a fellow software developer who has worked for years on a war strategy game similar to this one without ever being able to get it up and running to the point where it was actually a game that people could play and not just busy work for myself, I have the utmost respect for what Johnny has accomplished and, if he says he needs more time to get it right, I say give it to him. Sometimes something small that seems like it would be so simple to tweak can require thousands of lines of code to implement correctly and, as I spent most of my day tracking down (which is why I am still up this late on my computer), even a single character out of place can often have devastating consequences capable of bring down entire systems. Kudos to Johnny for single-handedly creating and bringing to fruition a game of this complexity using cross-browser techniques and requiring no fancy plug-ins.