The main problem with EF at the moment is, as Dallows says, finding animators for infantry and complicated moving characters. I laid this out a little while ago to someone else: creating a single infantry unit is a ton of work. Each infantry unit has five different animations: idle, move, attack, die and decay. Each of these animations has several frames associated with it, usually about 8 I believe. Each animation has to be done in five different directions: north, north-east, east, south-east, south (north-east, east and south-east are cloned for north-west, west and south-west respectively). That's a lot of frames, and the process has to be repeated for every single infantry unit that needs to be added with additional issues: shadows, projectiles, properly centering all the units, etc.
Workers are
even worse, because they have far more animations: building, carbon collecting, farming, fishing, etc. And if that weren't bad enough, they don't just need those animations for the one action, they need them to apply to all the other animations. When a farmer is moved off a farm, he still has all his farming gear in hand. Same with a miner. Or a fisherman. So we need idle animations, movement animations, die animations and decay animations for every single action that a worker can do. It's a LOT of work, and not a case of simply adding one in.
Thank you for your contribution - I hope you understand why the EF Mod is facing issues. I would also ask you to bear in mind that the people involved in this mod are not doing it full time: they all have jobs and other commitments, so while helpful criticism and advice is welcome the team won't be able to do everything the community asks at the drop of a hat.
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