A complete thingmabop on "condition true yet":
I doesn't change a global condition. It changes whether or not an action will be considered. For instance, if you have an action that makes the player win when they capture a planet, but is set to inactive, the player won't win when they capture the planet. Say that in the plot, they also need to destroy this one special ship, as well. You make it so there's an action that has a requirement of the special ship being destroyed and an action of making the condition for victory when capturing the planet active. (Alter, ConditionTrueYet, <number of condition for victory with planet>, "condition true" unchecked). This will make it so that once the ship is toast, it will consider the planet being captured to bring about victory.
That might not be totally clear. If it isn't, you can check level 19 for the stuff with the player capturing the enemy planets. Don't bother to investigate the actions where the enemy captures stuff. There's only one Alter ConditionTrueYet in each action involving capturing the enemy planets that involves other actions that involve the same. I believe that one of the actions brings victory, and it's initially inactive, so a chain of other actions must be activated it, where the one next to it activates it.
I believe the search option has been put up again, I think I remember Pallas demonstrating this pretty well with a chart a while back, search for that.
As for making active conditions inactive, I would suspect that checking "condition true" in the action menu thing would make it switch active ones to inactive, but I don't know for sure. Check hera_reference.html, I refer back to it each once in a while (folders it's in are - ares folder, hera folder, hera documentation. if you can't find it, i don't know what happened, try sherlock 2)
That was a lot of stuff. Ah well.
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