V2.0.2 Simulator - Farm Cap with Inactive farm

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ynohtna
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V2.0.2 Simulator - Farm Cap with Inactive farm

Post by ynohtna »

Just need some confirmation regarding farm cap.

I run an inactive farm, we just don't care to see simulated farm games. HOWEVER, we do use it to keep tabs on how many players people stash there based on total salary.

The cap is 2.2 mil in the farm but I have teams over that right now. I expected that even with an inactive farm, the sim won't allow you to have more that 2.2mil of salaries in the farm. Is this expectation correct?

Here's an example of a team with farm salary over 2.2mil
http://www.ynohtna.com/bfhl/sths/BFHL0- ... l#Supastas

Thanks
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Re: V2.0.2 Simulator - Farm Cap with Inactive farm

Post by SimonT »

Your exceptation is incorrect.

If your farm simulation is inactive, the farm salary cap option is not apply.
-SimonT
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ynohtna
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Re: V2.0.2 Simulator - Farm Cap with Inactive farm

Post by ynohtna »

so for my situation, is the best way to put the farm on payroll and increase my pro cap by the same amount? i'm not sure the full implications of counting farm on payroll. there's also the option of deducting farm expenses even if farm is inactive. what's the difference between this and include farm on payroll?
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Re: V2.0.2 Simulator - Farm Cap with Inactive farm

Post by SimonT »

Hi.

You help me find 3 bugs. Technically, if you have the option “Paid farm even if deactivate” and “Farm include in Payroll” both active, the farm players’ salaries should be count in Pro Payroll. It’s not the case right now and it’ll fix in 2.0.3. This also changes my previous answer that if you activate the “Paid farm even if deactivate”, the “Farm salary cap” option will apply to farm players.

Note:

The “Paid farm even if deactivate” option is made so farm players are paid even if they don’t played.

The “Farm include in Payroll” option is made to make one big Payroll with both pro and farm players. Normally when it’s used, the “Farm salary cap” option is not used.

I hope this answer your question.
-SimonT
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ynohtna
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Re: V2.0.2 Simulator - Farm Cap with Inactive farm

Post by ynohtna »

Ok, thanks for the explanation. This would be good text to have in the manual too because the options are somewhat close but it's not clear the implications of using each.

I'll wait until V2.0.3 to fix my GMs farm team over cap... I'll just give them a warning about it now.
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