I've coded some Cluster-Frag and EMP mines. The triggering is fairly weird.....I WANT the frags to be like that, as otherwise they're a little overpowered. As it is, I had a load of fiddling from the original version, and I still need to finetune them.
However, I'll work a little more before uploading the new version to Xelerus.
Here's a preview of the new CRE190 EMP mine (Development name)
Note: The triggering is *really* tricky. I'm tempted to add in a frag effect like the CRM100, only without smoke trails, and with very light blast damage. It wouldn't make any sense, but it might fix the frag. As it is, these things go off on contact (sometimes) or VERY near contact. Usually. If they feel like it.
Currently, the cluster mines are my biggest problem. The EMP mine is going pretty well.....But the cluster (now that I've corrected the initial projectiles damage to 6d12 rather than the 612 I accidentally put in the initial test verion I was using

) is a big problem....
Edit: cluster-mines seem to be working better, but the CXM900s are plying up. Must just be a ghost-in-the-machine issue.
I've also changed the EMP mine back to the original form, so it doesn't both remove the minefiel it's in, and EMP your ship when it goes off. Which it will do VERY well. (Currently, it can go straight through an invincible-class. I really need to nerf this thing.....)
Screenie of a cluster-mine blowing up:
The blast is about 50-70% bigger when it's over. But much smaller area-of-potential-effect than its nearest vanilla equivalent, the ZG4 Cluster-MAG. It's a blast mine, that is intended to be cheaper and more common that the bigger (and more reliable, hopefully) thermonuclear mines.