Yes. That's exactly what "Aggression-Mode for Brutal-AI" setting "1" is there for. It uses the units aggression as per the *.rul file to determine which behavior to apply.
Oh thanks ! I think that might be the problem. When I look into the .rul files for certain Zombies units, some have LeeroyJenkins and some don't, some have agression 9 and some 2...
I will check if changing these value and sticking with Agression setting 1 work, for now i'm setting Agression 2 when facing zombies.
By the way, on mod.io we can read this about the mod :
"Aggressiveness-mode" => This replaces the old "Inherit aggression"-toggle and has a total of three options for now:
0> Baseline Aggressivness.
1> Multiplied with unit-aggression.
2> Multiplied with unit-aggression and take Leeroy-flag into account.
I read this as "1 and 2 are the same for units without the Leeroy Flag, only Leeroy-Flagged units will act crazy" but in your answer few posts earlier you say ;
Aggression 3 and above skips all of the other steps between attacking and walking towards the supposed position of the enemy. If they can attack, they will. If not, they will close in.
Wich seem to imply that Agression 3 (or 2 there is only 0, 1, 2) affect every single unit regardless of flag.
Which is true then ?
Regarding killing the last alien. I think someone introduced surrender option making AI surrender when they are overwhelmed. I think this should solve the long ending problem without tweaking AI algorithms.
I think I have this option checked, and It works sometimes but not always. Must depends on ennemy moral.