Your mine-missiles need active sensors to look for new targets.
Missile Size: 7.27 MSP (18.175 Tons) Warhead: 9.0 Radiation Damage: 9.0
Speed: 24,072 km/s Fuel: 150 Flight Time: 85 seconds Range: 2,046,078 km
Active Sensor Strength:
0.2 EM Sensitivity Modifier:
8Resolution: 20 Maximum Range vs 1000 ton object (or larger): 1,937,141 km
Decoys: 1 ECM-1 ECCM-1 ATG: 25% Retarget Capable
Cost Per Missile: 8.745 Development Cost: 467
Chance to Hit: 1k km/s 300.9% 3k km/s 100.3% 5k km/s 60.2% 10k km/s 30.1%
Materials Required
Corbomite 1.05
Tritanium 2.25
Boronide 2.3075
Uridium 0.95
Gallicite 2.1875
Fuel: 150
Missile Size: 29.74 MSP (74.350 Tons) Warhead: 0 Radiation Damage: 0
Speed: 0 km/s Fuel: 600 1st Stage Flight Time: 1 seconds 1st Stage Range: 0k km
2nd Stage Flight Time: 85 seconds 2nd Stage Range: 2,046.1k km
Active Sensor Strength:
0.2 EM Sensitivity Modifier:
8Resolution: 20 Maximum Range vs 1000 ton object (or larger): 1,937,141 km
ECCM-1
Cost Per Missile: 35.350 Development Cost: 940
Second Stage: NSP STK-II R20-1.93m/2m-24kk/85s-Wh9-D1RTC x4
Second Stage Separation Range: 1,850,000 km
Chance to Hit: 1k km/s 0% 3k km/s 0% 5k km/s 0% 10k km/s 0%
Materials Required
Corbomite 4.25
Tritanium 9.00
Boronide 9.3500
Uridium 4.00
Gallicite 8.7500
Fuel: 600
(I don't actually know where the button to copy missile stats is, so I loaded up the missile on load previous and then corrected the ECM-2 to ECM-1 and the Second Stage Separation to 1.85m)
But yeah, I have sensors. I have retarget capability.
I thought mines were still broken.
Launch Ready Ordnance placed mines seem to work as long as the first stage has no engine. I tried making a 2-stage geosurvey probe to fire at habitable worlds to avoid STO fire on occupied planets but I couldn't target the planet to fire at with MFCs. Tried to deploy the probe anyways and it just permanently deployed the first "Deployment" stage of the probe which never timed out to deploy the second stage, so I just deleted the salvo. And then the probes. I regret wasting the time to develop them and I regret the time wasted building and loading them into my scouts, since they're actually useless.
You need sensors on the mine-host and the mine-missile, so I just copied the sensor and ECCM value exactly.
The problem with them is the god-awful target acquisition and the overkill potential - I understand intellectually that a terrible 1,000 ton scout craft can trigger my entire minefield and run away/die horribly, but watching a fleet of 3-7 ships approach a planet with a big minefield on it and all 160 missiles pop on a single target and then self-destruct, hurts. I did a recount of the damage reports - there are only 80 missiles listed in the damage reports section, which means that the other half of missile salvo, 80 entire unused missiles, self-terminated with retarget capabilities and valid targets
I do not claim to know the impact on game balance changes to this would have, but missiles are already a mixed-bag. They cannot provide a sustained static defense since the fleet has to return and rearm or be shipped more munitions actively. I decided to try out mines specifically to counter fast raids while I develop the technology to build real defense stations and the infrastructure to support and repair them, however the above situation has proven that they do not work. As jump point defenses, they clearly will not work either since the same scenario will occur. Ship arrives, eats every single mine on the jump point, the next ship arrives.
Edit: I
shouldn't need to, but I'm going to add retarget capability to the first-stage mine "launch" platform and test that. Again, I
shouldn't need to do this since the first stage shouldn't be actively telling mines with seekers where to go, but it is theoretically possible I need retarget on both. If I do, please change it so I don't need to, lol.