i started designing ai. i have a very simple and somewhat efficient queue system where all actions are queued on the enemy units and also on their team so i can dynamically control the order and delay each one is executed at.
zombies are the green dudes. they move on their own, targeting the closest player. they have 4 movement distance
(the number inside the units is their health. the attack does 2 damage so every attack lowers the unit health by 2)
here's a behavior sheet i made beforehand to help guide the decision process. it also basically sumarizes what it does n stuff
'rigor mortis attack' is a planned attack that basically reduces an enemy's movement speed for a turn, and it stacks on top of each other. the ai has a condition where if there's nearby zombies they'll use rigor mortis more often, meaning that a zombie can run up and rigor mortis your unit, and now you'll be slower so outrunning the other zombie units will be hard or next to impossible.
this system allows the zombies to function as their own melee unit as well as a 'strength in numbers' unit that can basically overwhelm people when spawned more frequently. given the right conditions and the stufftiest amount of luck, 4 zombies can basically immobilize your unit for the next turn