@Veqryn:
ah, ya, i know why that is happening
basically, you are not supposed to have turns interspersed, or they may be weird effects
essentially, the game keeps track of which territories are conquered for a turn, but it doesn’t do so on a per player basis,
in addition, the game validates where units can land at the end of noncombat phases, unless you have purchased a carrier and are validating fighter, etc etc, complex stuff
OK, I understand. So this is how TripleA is coded - and this is not an issue of the Game-XML itself.
@Veqryn:
anyway, i suggest you either have the Chinese and American turns COMPLETELY separate from each other
OR you leave the game xml as it currently is (since it works well already)
I honestly do not think this affects the game at all, because China gets completely destroyed in the first 2 turns anyway.
In 3 years of people playing this and testing it (AA50 is the most popular game on triplea, and there are at least 20-60 games of it played every day), noone has ever noticed this “bug” or reported it. So that means it does not affect any ‘real’ games.
Yes, I agree. Personally I would tend towards seperating China from America completely as is is much more comfortable and clearly arranged.
( see for example http://www.axisandallies.org/forums/index.php?topic=26522.msg927681#msg927681 ).
Either this or leaving the XML as it is - of course - is not rules-compliant. But as you pointed out this does not really matter in the games that are played.
And - players can use the Edit Mode to correct or change some issues. So all in all for PBF-Purposes I would vote for transparent information in the turn posts.
But - I think that in a game the players have to use the same XML, am I right? Or is it possible that for example the Axis player plays with the downloaded XML as it is and the Allies player uses a modified game-XML in which turns for China and America are separated?