The possibility that a programmer could make a mistake in the implementation of a paradigm is not an argument against that paradigm. The first part of your comment is very real and very valid, but copy-pasting is a potential issue regardless of your programming language.
Inheritance views the world as fundamentally hierarchical; you can divide things up into branches of a tree. A node on the tree either has all of a set of functions or none of them. Any code you put into Reptile will never be needed by a Mammal, and will never be inappropriate for an object that needs other things in Reptile.
But of course, that's unrealistic. Where would you put swim()? Where would you put fly()? Code reuse can't always be decomposed into a tree. And in an inheritance paradigm, you get ugly workarounds in that case -- cut and pasted code, nasty multiple inheritance hacks, or util classes. All bad things.
What you want are things coupled, not by convenient proximity in current function, but by logical relationship. You want a class that has swimming-related code and nothing else, that any swimmer can use without preconceptions about whether it's a Reptile or a Mammal. You want, in short, Traits.
Yes it can make your code more complex, but you can also use it to make the game more clean.
I do not make any similar claim about the validity of object-oriented programming, but I find your argument as a reaction to my comment rather silly. People make mistakes in paradigms all the time. Read The Daily WTF is you want to observe how badly people can mangle code. I'm not suggesting that all your problems with OOP can be solved by using more OOP, just as I'm not saying that the chance hat a programmer will misunderstand for-loops in Lisp means that we should throw out functional programming.
From the review here: http://au.pc.ign.com/articles/161/161030p1.html
"You view the game mainly from the Tactical 3D window. The camera is, sadly, always situated just above the lead vehicle in the selected platoon. A free roaming camera would have been better as it would have given you more opportunities to view the action. Still, the camera is very useful and really succeeds at drawing you into the action. The camera is very, very easy to use--just bump the edges of your screen with the mouse...well, the mouse cursor, not the actual mouse itself. The camera then spins around the lead unit of the platoon. Vertical movement isn't as good. The angle of the camera doesn't allow you to look straight down on your units or get down on the ground beside them. Oh well, c'est la guerre. There's also a Strategic view that's better for getting an overall impression of the terrain elevation, but it's no good for seeing the action. For the overall impression of the battle, I preferred to use the tiny strategic window in the corner of the screen."
This is what's wrong with inheritance.